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Fw Broke And Failing Fast


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#101 Jon Gotham

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Posted 03 September 2016 - 06:41 PM

View PostMischiefSC, on 03 September 2016 - 12:10 PM, said:

Clan v IS balance answer is pretty simple. How many IIC mechs are running STD engines?

Oh, yeah.

How about we unlock everything and do mixed tech. You'll have some people running IS AC5s and UAC5s, that's it for IS tech. Maybe dsome would IS LPLs. Every single mech would run CXL, CEndo, CFF and almost exclusively Clan weapons.

Quirks create a quasi-balance for some builds on some chassis with specific loadouts in some situations. That's not balance. It never was. It's just close enough that we can apathetically put up with it.

LT is terrible. Players have been working hard for years to try and make FW work and we've gotten a handful of mediocre, at best, FW updates. Half of which have broken the game, LT for example nullified all the benefits scouting should have provided.

I would not use clan weps honestly. Too hot, too long duration.

#102 Tesunie

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Posted 03 September 2016 - 07:05 PM

View PostThe Nerf Bat, on 03 September 2016 - 10:57 AM, said:


First, i don't know where you get the 96 from. You can only load 1 arty or 1 airstrike. That means 48. You have a cool down timer. So you'd never use all 48. Air strikes can be avoided. At least they are player controlled. This is just a buff to items already in the game. STILL BETTER THAN LONG TOM.

Second "could still be rather disturbing to game play" Nothing is more disturbing than Long Tom. I've never seen an airstrike kill 5 fresh mechs.


I will say, my mistake. I thought only clan mechs had that restructions. I had not realize that IS mechs also got that, as I've always run UAV for more support options, and then a strike. So yes, it would be 48 strikes total.

However, should we be trading in one "game breaking" mechanic, for another "not as bad as" mechanic? I would rather get something that we know will have a reasonable impact, without being considered too powerful and "game breaking".

The concept of balance is to consider all the possible ramifications of a possible concept. Then, compare those possible uses and abuses and see if it's what is desired. Long Tom is obviously not what we desire, and can be unfair and even abused by very well coordinated teams. I believe (as in, my opinion) that "homing" strikes would also be raster unbalanced, in an unfair manner.

I'd also wish to consider, when contemplating concepts, to try and come up with ideas that match the flavor of the object. In this case, it's information gathering, scouting and sabotage. Keeping this in mind (of course, my opinion and concept consideration), I don't grasp how "homing" artillery (the larger concept of yours I'm against) would be described under these conditions. Placing strikes and UAVs from the battlemap can be explained as having good maps and intel, though I can still see some abuse possibilities with this.

Basically, your 1 and 2 concepts I could consider and wouldn't mind testing somehow before giving a more defined opinion. Concept 3 I feel would be unbalancing to the game and probably be similar to how Long Tom effects a game, in an unfavorable manner. (And I'm not saying it would be "as bad as" Long Tom, just that it possibly isn't going to be a good concept.)

#103 A Shoddy Rental Mech

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Posted 03 September 2016 - 07:27 PM

View PostTesunie, on 03 September 2016 - 07:05 PM, said:


I will say, my mistake. I thought only clan mechs had that restructions. I had not realize that IS mechs also got that, as I've always run UAV for more support options, and then a strike. So yes, it would be 48 strikes total.

However, should we be trading in one "game breaking" mechanic, for another "not as bad as" mechanic? I would rather get something that we know will have a reasonable impact, without being considered too powerful and "game breaking".

The concept of balance is to consider all the possible ramifications of a possible concept. Then, compare those possible uses and abuses and see if it's what is desired. Long Tom is obviously not what we desire, and can be unfair and even abused by very well coordinated teams. I believe (as in, my opinion) that "homing" strikes would also be raster unbalanced, in an unfair manner.

I'd also wish to consider, when contemplating concepts, to try and come up with ideas that match the flavor of the object. In this case, it's information gathering, scouting and sabotage. Keeping this in mind (of course, my opinion and concept consideration), I don't grasp how "homing" artillery (the larger concept of yours I'm against) would be described under these conditions. Placing strikes and UAVs from the battlemap can be explained as having good maps and intel, though I can still see some abuse possibilities with this.

Basically, your 1 and 2 concepts I could consider and wouldn't mind testing somehow before giving a more defined opinion. Concept 3 I feel would be unbalancing to the game and probably be similar to how Long Tom effects a game, in an unfavorable manner. (And I'm not saying it would be "as bad as" Long Tom, just that it possibly isn't going to be a good concept.)


Unfortunately some people *cough*RussBullock*cough* have to have long tom. Only the smoke would be guided, not the actual strike. Perfect solution? No. Still much more palatable than the current Long Tom.

#104 Tesunie

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Posted 03 September 2016 - 07:43 PM

View PostThe Nerf Bat, on 03 September 2016 - 07:27 PM, said:


Unfortunately some people *cough*RussBullock*cough* have to have long tom. Only the smoke would be guided, not the actual strike. Perfect solution? No. Still much more palatable than the current Long Tom.


I really don't think you can keep blaming Russ for it. I would like to remind that the Long Tom was a requested feature to be added into the game. Of course, it was being requested as a mech equipable weapon and not an auto-targeting feature...

#105 Kin3ticX

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Posted 03 September 2016 - 09:43 PM

I got to see CW phase 2 about 3 weeks ahead of most people. I was SUPER HYPED about this mode.

Despite CWs flaws and farminess, I still played a shitload of it and there is fun there to be had in the 12v12 combat for those prepared to handle it. I was determined to play whatever PGI made and thats what I did. I'm rank 10+ in like 5 factions and my highest rank is 18. I'm only rank 3 as a merc because I basically stopped playing CW after phase 3 fairly quick. As a disclaimer I was already burned out on the mode and it just wasn't going to keep me going.

However, the salt in me compels me to come out and proclaim that Phase 3 REALLY screwed Mercstar.
https://twitter.com/...829245914054656

Not even going to try to sugercoat this. This is probably not widely known, but our unit leader essentially quit playing CW the 2nd day of phase 3 and that by itself should throw off a lot of alarm bells. Though i'm sure he holds that last glimmer of hope for a grand slam redux from PGI. Mercstar showed up in force to celebrate the launch in April and we soon basically all sat around with our thumbs up our *** with nothing to do but sit in a 100% queue. If it wasnt that it was just straight up waiting a long time in queue. Long dong didnt help either(which should be deleted from the game). There were some positive things like a cleaner looking starmap/gui and a few knickknacks. 4v4 by itself has a lot of promise but its unfortunately tied at the hip to the failed Long Tom mechanic and trapped inside a dying husk of a mode. Point is, phase 3 certainly had pockets of improvement in it but it screwed up so much stuff that it greatly negated any upside.

I'm all for people having town halls to fix broken stuff. Bravo to PGI and Russ for coming to the community and not giving up. Please get someone that can swing a grand slam to fix CW for us.

Edited by Kin3ticX, 03 September 2016 - 09:58 PM.


#106 MischiefSC

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Posted 04 September 2016 - 03:11 AM

View PostKin3ticX, on 03 September 2016 - 09:43 PM, said:

I got to see CW phase 2 about 3 weeks ahead of most people. I was SUPER HYPED about this mode.

Despite CWs flaws and farminess, I still played a shitload of it and there is fun there to be had in the 12v12 combat for those prepared to handle it. I was determined to play whatever PGI made and thats what I did. I'm rank 10+ in like 5 factions and my highest rank is 18. I'm only rank 3 as a merc because I basically stopped playing CW after phase 3 fairly quick. As a disclaimer I was already burned out on the mode and it just wasn't going to keep me going.

However, the salt in me compels me to come out and proclaim that Phase 3 REALLY screwed Mercstar.
https://twitter.com/...829245914054656

Not even going to try to sugercoat this. This is probably not widely known, but our unit leader essentially quit playing CW the 2nd day of phase 3 and that by itself should throw off a lot of alarm bells. Though i'm sure he holds that last glimmer of hope for a grand slam redux from PGI. Mercstar showed up in force to celebrate the launch in April and we soon basically all sat around with our thumbs up our *** with nothing to do but sit in a 100% queue. If it wasnt that it was just straight up waiting a long time in queue. Long dong didnt help either(which should be deleted from the game). There were some positive things like a cleaner looking starmap/gui and a few knickknacks. 4v4 by itself has a lot of promise but its unfortunately tied at the hip to the failed Long Tom mechanic and trapped inside a dying husk of a mode. Point is, phase 3 certainly had pockets of improvement in it but it screwed up so much stuff that it greatly negated any upside.

I'm all for people having town halls to fix broken stuff. Bravo to PGI and Russ for coming to the community and not giving up. Please get someone that can swing a grand slam to fix CW for us.


I realized when the LT was re-buffed and then got a largely irrelevant 'nerf' and at the Roundtable Russ essentially said this is what they wanted, minus a few little tweaks that we've been playing MW:O for years not based on the game itself but in the hope that it will be the game is could have been/should have been. We play in hope of that 'grand slam fix', thinking it's just around the corner.

"Here's the Four Pillars of design we have for MWO! Pledge a couple hundred dollars and this is the game we're going to make!"

"We want to put the finishing touches on Community Warfare so we're going to go Open Beta before it's ready, but we'll have CW out within 90 days from then!"

"We absolutely plan on 1 to 1 balance IS to Clans and we know that at their release they'll be a little bit strong but we will aggressively stay on top of balance to ensure that gets dialed in fast."

"Community Warfare is our biggest improvement to MW:O yet and we know it's going to need a lot of improvement and we're going to quickly iterate on it to get it where we want it to be!"

Bull ****. Mountains and mountains of it, a lot of promises and the bare minimum conceivable delivered.

Here's some fun stuff for you -
Remember the Four Pillars?

Watch the video, like the stuff with your mech in its mech bay?

Of course then there's all the awesome, complex stuff coming in CW! Just look at this from 2013 talking about what it's going to be like! Buy a mech pack man, it's going to be amazing!

This game exists as a tech demo of things that could be and unkept promises of what it will be, fueled by our willingness to keep spending money on mech packs for a game that was never and will never meet even a fraction of the promises it made.

Don't worry though. In a couple more weeks PGI might release a list of things they're going to talk about possibly doing some day to fix a couple of the issues with FW that they created with bad design decisions about a year ago, then they'll talk about it, promise a lot of it and do none of it, but they probably will release a minimum viable tweak that's based off the ideas.

Chin up though! You can be absolutely sure the mech packs will release on schedule!

This isn't salt. This isn't bittervet ranting. This is the actual reality of what has happened. That... that's the salt right there. The game, as it is right now, is likely as good as it will ever get. In fact it was better prior to phase 3 in hindsight. The only expectation you should have is that the population will continue to decline, nothing significant or truly amazing (like even 1/2 of what was promised) will be released and it will fall prey to entropy like everything else while new promises will get made every time sales decline. That's what we've paid for, that's what we've bought into for years. This is the game we paid them to make for us. That's not bitter, that's not salt. It's just honest. That's what makes it so sad.

Edited by MischiefSC, 04 September 2016 - 03:11 AM.


#107 Count Zero 74

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Posted 04 September 2016 - 03:58 AM

Keep calm and buy a dropdeck man, you'll feel better afterwards. Promise!!

#108 Dar1ng One

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Posted 04 September 2016 - 04:12 AM

Nah, save your dolla.

Just make up a couple of Alt accounts and play where the action is. If one side is getting slammed. Log in to your other account and join the stomp.

You won't really feel better, but at least you won't be bored.

Mmmmmmm..... yes

Mech-Cellent!

#109 Oldbob10025

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Posted 04 September 2016 - 09:27 AM

WOW after reading this I knew it was bad but not that bad as you all explained. I was going to make a video on how bad it is and what can be done but I dont think PGI would listen at all at any suggestions after I witnessed with the round table talk about "Buckets". I know "Buckets" are a issue but they really need to OVERHAUL FW or its going to die a quick death.

I already for some reason see the same people on pug quickplay most of the time and I think after a while the population will dwindle even more over time after some new games come out in the future.

I hope they fix FW as I did love it for a while but some of the things like planets mean nothing or units vs pugs was a bloodbath were not taken care of so I just stuck to group or solo quick play..

Didnt think it was that bad and I wish you all good luck on FW but main reason I dont play FW among others is that there is no lore on the planets or a reason to hold planets.. Hell Tharkad is taken and well who really cares as it means nothing in game but planet 3434234232343 is gone...

#110 Kin3ticX

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Posted 04 September 2016 - 02:11 PM

View PostOldbob10025, on 04 September 2016 - 09:27 AM, said:

WOW after reading this I knew it was bad but not that bad as you all explained. I was going to make a video on how bad it is and what can be done but I dont think PGI would listen at all at any suggestions after I witnessed with the round table talk about "Buckets". I know "Buckets" are a issue but they really need to OVERHAUL FW or its going to die a quick death.

I already for some reason see the same people on pug quickplay most of the time and I think after a while the population will dwindle even more over time after some new games come out in the future.

I hope they fix FW as I did love it for a while but some of the things like planets mean nothing or units vs pugs was a bloodbath were not taken care of so I just stuck to group or solo quick play..

Didnt think it was that bad and I wish you all good luck on FW but main reason I dont play FW among others is that there is no lore on the planets or a reason to hold planets.. Hell Tharkad is taken and well who really cares as it means nothing in game but planet 3434234232343 is gone...


i think the starmap is going to have to take a step aside so that he combat part can be made fun. If they hit a home run there, i think the resources to improve the starmap can be justified

#111 Tesunie

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Posted 04 September 2016 - 03:06 PM

View PostMischiefSC, on 04 September 2016 - 03:11 AM, said:



Question: When was some of these statements? Before or after IGP's removal?

Personally, I feel PGI has done a lot of good since they left IGP in the dust. Mind, I'm not saying everything is golden, rainbows and sunshine, etc. But I feel it should be mentioned.

I think IGP made a lot of promises, and yes even had PGI making those promises in voice for them. But, even PGI mentioned that IGP was directing what was to be worked on, and often not things that PGI felt needed to be worked on.

So, when some of these "broken promises" where made, I'd just like to ask when they were made. By IGP (and yes, PGI at that time), or just PGI after IGP was removed from the discussion. I've seen a large difference in how the game has progressed since IGPs separation.

(And if you need proof on how IGP handled things... check up what happened to their Battletech/MW:Tactics beta...)

#112 MischiefSC

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Posted 04 September 2016 - 07:14 PM

View PostTesunie, on 04 September 2016 - 03:06 PM, said:


Question: When was some of these statements? Before or after IGP's removal?

Personally, I feel PGI has done a lot of good since they left IGP in the dust. Mind, I'm not saying everything is golden, rainbows and sunshine, etc. But I feel it should be mentioned.

I think IGP made a lot of promises, and yes even had PGI making those promises in voice for them. But, even PGI mentioned that IGP was directing what was to be worked on, and often not things that PGI felt needed to be worked on.

So, when some of these "broken promises" where made, I'd just like to ask when they were made. By IGP (and yes, PGI at that time), or just PGI after IGP was removed from the discussion. I've seen a large difference in how the game has progressed since IGPs separation.

(And if you need proof on how IGP handled things... check up what happened to their Battletech/MW:Tactics beta...)


I worked really hard to white knight for PGI after the IGP split. I did. However while the talking changed the actual results really didn't. Go to the Announcements forum, go back 4 pages and start reading. Go ahead, any post. See the discussions between devs and players? See at least the promise of engagement? Now read the last 2 pages of that same forum.

Yeah.

I would love an excuse to throw money at the game but unkept promises and failed deliveries and repeated, consistent obliviousness to player response to what they have done is the consistent hallmark that's followed the game from pre-release to the current day. The talk has changed but the walk? Still the same shuffle.

#113 Roland09

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Posted 04 September 2016 - 10:13 PM

But, but... Energy Draw is coming! Everybody wanted Energy Draw! Right? Right?? It was right there among the Pillars of Eternity, somewhere...

An Information Warfare, don't forget it was you players who shot that down! Russ wanted to have lasers with different range so much, depending on lock state of the target. But noooo, you wouldn't have any of that! So it's all your fault!

Buy a mech pack!

#114 A Shoddy Rental Mech

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Posted 04 September 2016 - 11:01 PM

View PostTesunie, on 03 September 2016 - 07:43 PM, said:


I really don't think you can keep blaming Russ for it. I would like to remind that the Long Tom was a requested feature to be added into the game. Of course, it was being requested as a mech equipable weapon and not an auto-targeting feature...




Same Russ Bullock, President of PGI?

"The buck stops here" is a phrase that was popularized by U.S. President Harry S. Truman, who kept a sign with that phrase on his desk in the Oval Office The phrase refers to the fact that the President has to make the decisions and accept the ultimate responsibility for those decisions.

#115 FallingAce

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Posted 04 September 2016 - 11:18 PM

View PostMischiefSC, on 04 September 2016 - 03:11 AM, said:


"We absolutely plan on 1 to 1 balance IS to Clans and we know that at their release they'll be a little bit strong but we will aggressively stay on top of balance to ensure that gets dialed in fast."



Guess that should of been a red flag right there.
How many years have they been chasing balance?
Nerf, buff, nerf, buff, nerf, nerf, nerf.

Can't achieve balance that way? Hey!, how about energy draw?

#116 Tesunie

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Posted 05 September 2016 - 09:47 AM

View PostMischiefSC, on 04 September 2016 - 07:14 PM, said:


I worked really hard to white knight for PGI after the IGP split. I did. However while the talking changed the actual results really didn't. Go to the Announcements forum, go back 4 pages and start reading. Go ahead, any post. See the discussions between devs and players? See at least the promise of engagement? Now read the last 2 pages of that same forum.

Yeah.

I would love an excuse to throw money at the game but unkept promises and failed deliveries and repeated, consistent obliviousness to player response to what they have done is the consistent hallmark that's followed the game from pre-release to the current day. The talk has changed but the walk? Still the same shuffle.


Since the split from IGP, I've seen something different than you apparently. Maybe it's opinion or perspective. I've been seeing more open communication since then, and more progress being made on the game in general.

I'm not sure at which point you are referencing to within the game's development timeline, but since PGI left IGP, I've been seeing:
- When they say that something is being worked on, it tends to be seen out in the game before too much longer. Less promises that never happen and more items being delivered in a more timely fashion.
- More communication between players and development. We now have town hall meetings. It may not be very fast, but it is happening. And many discussed items from the players has been getting integrated into the game. Maybe not as envisioned by the players, but I see it happening.
- Actual sales. Never saw reduction sales (for the most part) when IGP was involved. Do also recall that the Clans were pushed out because of IGP, as well as gold mechs. Half way through the clans release (I believe) was when PGI separated from IGP. When that happened, we basically got al'a'carta (spelling?) options. Also, most of our balancing issues seem to stem from Clan technology... (which we are stuck with, for good or ill.) (And I do say this knowing that Clans are popular. I also feel that the balance between the two technologies are more balanced now than they ever have been before.)
- We get fewer "it's being worked on now, you'll see it on X date" and getting nothing a year after X date without a word. Now, features that get announced tend to come in sooner. If the date is missed (such as the repair to drop decks), instead of some excuse or silence from development, we actually hear an apology about it not making it in, when it is expected to be in (next patch) and usually a reason why it didn't make it in.

I will comment that the promises made when IGP was around need to just about be ignored. IGP made a lot of promises that I don't think we will ever see in game. However, when I take a look at what PGI promises after the split, I've seen them delivering those fairly well.

MW:O had a rough start. The size of the project vs the size and experience of the development crew combined with IGP's interference was not very good. Since those early days, I feel PGI has gained experience with this type of work, and how to interact with a community on a game that is eventually "always in development". They've gone a long ways from where they started. Mistakes will continue to be made, but I feel PGI has done a lot of good in the last few years with this game. (Not saying anything is perfect, just better.)

View PostRoland09, on 04 September 2016 - 10:13 PM, said:

But, but... Energy Draw is coming! Everybody wanted Energy Draw! Right? Right?? It was right there among the Pillars of Eternity, somewhere...

An Information Warfare, don't forget it was you players who shot that down! Russ wanted to have lasers with different range so much, depending on lock state of the target. But noooo, you wouldn't have any of that! So it's all your fault!

Buy a mech pack!


Actually... Though we didn't specifically ask for energy draw, it was a player concept that had some support. Energy draw is suppose to replace ghost heat, and be more effective at reducing those high pin point alpha builds. (Such as the 4-6 PPCs, dual PPCs and Dual Gauss, 4 Guass, 6+ LPLs, etc...) (I see your account's active date was 2016. Though I know this date can be incorrect to an accounts actual age, it leads me to ask, where you here when the 6 PPC Stalker was the big thing? Before Ghost Heat was added in? If not, let me tell you, they could alpha, hit the arm/leg of most mechs, and that mech typically died right there unless it was a heavy or an assault, and even they would be hurting. This was also before quirks, so a lot of mechs were even more frail.)

What more players I've heard ask for though was to have weapon convergence spread as more weapons are shooting, but I suspect this hasn't been developed/considered for several reasons. For one, HSR doesn't like slow/bad convergence. It's why we now have instant convergence on our weapons and why the elite skill Pin Point does nothing. As another point, the "skill" crowd would probably complain that the "random spread" of high alpha builds "reduces skillful play from the game". (Can't please everyone.)

Personally, I've been enjoying the energy draw system on the test sever. It feels good, but you can tell it's still in development as it feels a little clunky. As a replacement to ghost heat, I think it feels more intuitive and helps to diversify game play. It also can be adjusted on the go by PGI, unlike Ghost Heat.


Information Warfare was a consideration. It was tested as a concept, and was found "wanting". It was an attempt to add role warfare into the game in a more obvious manner, as some less combat related roles are punished in MW:O at the moment, so they were trying to bring those into having more effect in the game, but that can't happen unless it affects combat more, or if it is more readily built into the game modes.

Do recall, the Information Warfare you are discussing was implemented on a test server, and I believe it never touched the live servers (I could be wrong here, but if I am, it did not stick around). Back when IGP was involved, the test probably would never have happened, it would have been just added right into the game instead... Still, this is a good example of PGI listening to their players. They tried an idea out. Tested idea. Players voiced that they didn't like it. Proposed feature was dropped and never moved from there.


I feel that you seem to be needlessly raging about Russ and PGI at the moment. I've got no problems with someone not impressed with PGI nor the development of the game. However, I find you seem to be having a lack of information to justify your anger (or at least what you've shared here). You also seem to not exactly be adding anything meaningful to your posts. I don't mind a dialogue and talking about this. We can be of two different opinions, but right now I'm a little confused as to what you are kinda saying...

#117 MischiefSC

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Posted 05 September 2016 - 12:31 PM

@Tesunie -

Okay. Credit where credit is due. We have seen an increase in actual released changes, though their value is debatable. However going from 0 to 2 on a 1-10 scale is not something I'm willing to celebrate. I was at first, when I thought it was a mark of improvement but no.... no, we just went from 0 to 2 and then stopped.

Look a the state of FW. Look at it. That's been released for years and according to Russ is just about where they want it - maybe some small tweaks based on the idea of compressing the small and shrinking player base. Not improving it so more play, no. Don't be silly. Just keep reducing the games depth until it works like QP. That's his view of fixing it.

It's a approach based on accepting failure and mediocrity. That it's still better than the IGP days isn't a big complement worthy of accolades.





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