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Open Eyes Can See Pgi Wants Fw To Fail


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#1 ZealotTheFallen

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Posted 02 September 2016 - 08:33 AM

Bugs never fixed. Do not listen to the players. They don't even play it, why do they want the frustration we all have. They want an e sport game that will never be. To get to that level, you have to have a great game. A game, that everyone talks about, in a positive way.
No one in the world would ever think of this game as an e sport game, EVER. Not now. 80% of the die hard fans (Founders)$5 million dollars. They told the fans that would never had left. That their opinions were not wanted and we the founders, were not the people they were looking for, to play the game. Thousand of players left, never to return. Now there is few who have played this game from before the 90's.
As I said before they are letting this game die, for their own reasons.

#2 UberStuka

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Posted 02 September 2016 - 08:53 AM

They have focused on balance since this game has been out and yet here we are not balanced. If they would have spent that time on other projects we would have a nice game.

I feel like we are playing Call of Duty. Not Battletech.

#3 Positive Mental Attitude

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Posted 02 September 2016 - 08:59 AM

The fact that theyve decided to spend so much time on this new energy draw system and not actually fix the gameplay mechanics of their premier mode makes it pretty clear they either have no idea how to fix it or have stopped caring after its initial failure. Theres no reason we needed energy draw at this point,

#4 vandalhooch

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Posted 02 September 2016 - 02:43 PM

View PostDeethree, on 02 September 2016 - 08:59 AM, said:

The fact that theyve decided to spend so much time on this new energy draw system and not actually fix the gameplay mechanics of their premier mode makes it pretty clear they either have no idea how to fix it or have stopped caring after its initial failure. Theres no reason we needed energy draw at this point,


Energy draw is a gameplay mechanic. So you accuse them of ignoring a gameplay mechanic by wasting their time on a gameplay mechanic.

Sheesh.

#5 Alienized

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Posted 02 September 2016 - 02:46 PM

its a mechanic that will fail in many things, especially in the stuff it should fix.

therefore its wasted time and money.

#6 UberStuka

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Posted 02 September 2016 - 03:12 PM

energy draw is noting more than ghost heat 2.0

its literately the same ****

only difference is an Atlas and a Locuts have the same energy (30) WTF do ppl not get about that?

back to the subject.... thanks for a waist of years PGI

#7 vandalhooch

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Posted 02 September 2016 - 04:12 PM

Both of you may be right. But, I was pointing out that DeeThree was being disingenuous.

#8 BIoB

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Posted 02 September 2016 - 08:30 PM

Can people just chill out for a minute and stop posting these threads prematurely. Russ said publicly that there will be a town-hall this week regarding Faction Warfare (https://twitter.com/...744563753373696)

Now truth be told, I'm not terribly optimistic about potential changes we're likely to see, I don't think they'll be drastic enough to affect sufficient change but lets at least hear them out and see what happens. After that , feel free to post another 20 threads regarding this topic...



On a side note, I'm personally looking forward to ED, those who can adapt, will, those who can't, won't.

Edited by B o B, 02 September 2016 - 08:31 PM.


#9 MazeRunner

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Posted 03 September 2016 - 12:32 AM

Points to ponder on the ED system:
Mech's have fusion reactors, so all of them having the same "energy limit" is fine. It's the weapon draw causing overheating that appears to be the goal, along with slowing down the player-created overpowered alpha strikes with both IS and Clan. Different weapons have different draw/heat levels. I've played around with a number of personal and a few meta builds and, boiled down: basically you're just doing a few less alphas and a little less weapon-vomit. There's also changes to the heat system (again *sigh*) and all of this is still yet to obtain a final numbers setting.

While at this stage, it does appear that PGI has apparently neglected FW, some of the minor changes seem more like set up for later additions. While I am not putting any money into the game, until I see some definite improvement, it will be interesting to see where this leads.

#10 Spider00x

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Posted 03 September 2016 - 09:18 AM

They should have kept power draw the same 10 dmg for 10 energy and just messed with the heat/ slots/ and weight of the weapons because once they start tinkering with how much "energy" weapons draw it becomes more confusing than ghost heat... hence ghost heat 2.0

Edited by Spider00x, 03 September 2016 - 09:19 AM.


#11 Positive Mental Attitude

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Posted 03 September 2016 - 09:35 AM

The weapons were pretty damn close to be balanced, the mechanics between IS and Clan mechs still have a few issues but what theyre doing now is literally starting over. Its taken this long to get what we have now and they want to start over. That sets off a ton of red flags in my head.

Why would they pick that over all the other things to fix, sure there could be other teams working on other things but we're 3+ years into balancing what we have now and as you can see in the pts theyre just throwing stones in hoping it works. Its square one over there. Its a red flag saying we cant fix the real problems, heres something we can try and fix.

You ever tried to do something so much you overdo it and screw it all up? Thats what theyre doing right now with balancing.

Edited by Deethree, 03 September 2016 - 09:37 AM.


#12 UberStuka

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Posted 03 September 2016 - 04:24 PM

View PostSpider00x, on 03 September 2016 - 09:18 AM, said:

They should have kept power draw the same 10 dmg for 10 energy and just messed with the heat/ slots/ and weight of the weapons because once they start tinkering with how much "energy" weapons draw it becomes more confusing than ghost heat... hence ghost heat 2.0



No... The energy should be scaled with engine sizes.

XL100 = 10 energy
XL 300 = 30 energy

to easy...


or some formula scaling the size of the mech

Edited by UberStuka, 03 September 2016 - 04:25 PM.


#13 Super Trooper

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Posted 04 September 2016 - 05:58 AM

View PostB o B, on 02 September 2016 - 08:30 PM, said:

Can people just chill out for a minute and stop posting these threads prematurely. Russ said publicly that there will be a town-hall this week regarding Faction Warfare (https://twitter.com/...744563753373696)

Lets not forget that in the round table it came out that there was no one at PGI assigned to FW from December 2015-July 2016. Whatever is talked about will be nothing more than brainstorming ideas written on scrap paper, most of which will never be heard from again.

Remember in Sept 2014 when PGI split off and got MWO and the lack of map content was blamed on Infinite Games and that we would have user made maps that would be submitted to PGI for review and once reviewed and tweaked would be released to create massive map content in a very short time.

How about in January 2015 that savable drop decks in FW would be here in July 2015.

Sad thing is I don't have any of this written down, it's just off the top of my head from memory. Look at the townhall notes from two years ago and see what's been in the works and never implemented. Just brainstorming notes on scrap paper.

Wanna buy a mech pack. New one every month Posted Image.

#14 Kin3ticX

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Posted 04 September 2016 - 08:56 AM

View PostSuper Trooper, on 04 September 2016 - 05:58 AM, said:

Lets not forget that in the round table it came out that there was no one at PGI assigned to FW from December 2015-July 2016. Whatever is talked about will be nothing more than brainstorming ideas written on scrap paper, most of which will never be heard from again.

Remember in Sept 2014 when PGI split off and got MWO and the lack of map content was blamed on Infinite Games and that we would have user made maps that would be submitted to PGI for review and once reviewed and tweaked would be released to create massive map content in a very short time.

How about in January 2015 that savable drop decks in FW would be here in July 2015.

Sad thing is I don't have any of this written down, it's just off the top of my head from memory. Look at the townhall notes from two years ago and see what's been in the works and never implemented. Just brainstorming notes on scrap paper.

Wanna buy a mech pack. New one every month Posted Image.


Russ told one of the Mercstar guys on twitter his lead CW phase 3 designer was (Ryan B.) in Dec 2015 and they quit PGI in Jan 2016. Nobody knew anything about the departure until we started wondering how phase 3 got so jacked up.

Edited by Kin3ticX, 04 September 2016 - 08:58 AM.


#15 Positive Mental Attitude

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Posted 04 September 2016 - 09:38 AM

I actually forgot about that, they did say Derreck (SP?) was their new guy on it, I will hold my tongue now and wait.

#16 Repasy Cooper

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Posted 04 September 2016 - 10:24 AM

To summarize this post, there's a reason for everything. Why would PGI want to see their baby fail? They are finding creative ways to solve real issues towards the goal of a stellar, well-balanced game. Sometimes $#@! hits the fan and features get delayed, that's the nature of software development.

I for one think the EDS is a great idea, looking forward to seeing how it plays out in-game. As some have said here, yes balance between IS & Clans is very good. However, it's just not an issue of IS vs. Clans anymore.

The balance between alpha strikers and boaters vs. flexible jack-of-all-trades builds is lamentable, always has been, and battlefield flexibility is a major key factor (in fact THE MAJOR KEY FACTOR) that differentiated MechWarrior from basically every other game out there. If I want to pilot a 'mech that boats AC5, or brawl in a mech with $#@!loads of pulse lasers, I can do that and succeed. If I want to pilot a franken 'mech that arms a little bit of everything, I should be able to do that too. The EDS will introduce penalties for boaters & heavy alpha strikes, and flexible 'mech designs will finally be able to flourish.

#17 Appogee

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Posted 04 September 2016 - 10:55 AM

View PostMazeRunner, on 03 September 2016 - 12:32 AM, said:

Mech's have fusion reactors, so all of them having the same "energy limit" is fine.
So, you're saying a 150 engine makes the same energy available as a 400?

So, why aren't we all putting 150s in our Banshees and saving the tonnage then?

#18 FallingAce

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Posted 04 September 2016 - 12:29 PM

View PostKin3ticX, on 04 September 2016 - 08:56 AM, said:


Russ told one of the Mercstar guys on twitter his lead CW phase 3 designer was (Ryan B.) in Dec 2015 and they quit PGI in Jan 2016. Nobody knew anything about the departure until we started wondering how phase 3 got so jacked up.


About 20 min 20 sec mark
https://www.twitch.t...ngtv/v/80543393
FW went 6 months with basically no one in charge. For the guy in charge now, it's just another responsibility. FW is not his primary duty.

#19 Kin3ticX

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Posted 04 September 2016 - 12:40 PM

View PostRepasy Cooper, on 04 September 2016 - 10:24 AM, said:

If I want to pilot a franken 'mech that arms a little bit of everything, I should be able to do that too. The EDS will introduce penalties for boaters & heavy alpha strikes, and flexible 'mech designs will finally be able to flourish.


Power draw wont do this for you but this is what I see a lot of the proponents thinking. People seem to think power draw will let them succeed in whatever special snowflake stock+ build they want. Jack of all trades will still do everything but nothing well and boats will just have to control their fire. Whichever range you take on a specialist mech in its element with a jack of all trade mech you will likely lose.

Powerdraw is dumb

Edited by Kin3ticX, 04 September 2016 - 12:41 PM.


#20 Nomex 99

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Posted 04 September 2016 - 03:36 PM

Quote

Open Eyes Can See Pgi Wants Fw To Fail



Even closed eyes can see...





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