

Your Wallets: What Will It Take To Re-Open Them?
#121
Posted 03 October 2016 - 08:30 PM
#125
Posted 03 October 2016 - 10:05 PM
- death of energy draw and most changes on PTS
- completely revamped heat system that moves the game in the right direction without adding convoluted draw or ghost systems
- removal of most existing quirks
- actual role warfare added along with a comprehensive skill tree/module/quirk revamp
- better gamemodes (i.e. not just skirmish or variations of skirmish)
- dinosaurs (a coop mode where you fight dinosaurs would be awesome)
Edited by Khobai, 03 October 2016 - 10:08 PM.
#126
Posted 03 October 2016 - 10:09 PM
so what's the point ?
bottom line - the game suffers from repetivity. and it will never attract new players because :
1. its specific - a robot game with a different approach compared with normal fps games
2. lack of incentives. a game can be repetitive but still be appealing to players because it will offer some sorts of incentives to play. a goal, something to achieve.
So in my opinion, in order to escape from the hole it is now, this game needs to change something in these 2 main aspects.
1. if pgi is unable to fix the repetivity problem, then they need to come up with a lot of things to motivate ppl to play. ladders, championships, tournaments..all with prizes and things to earn. change the weapons stats for each tournament, change the rules, change the map characteristics...there are a lot of ideas here.
this is not my preffered option and will not be the best one to get new player but it is a way at least to keep old players in and maybe, maybe, in a slow way..get new players in.
2. if they think they are able to change the repetivity of the game they have a lot more room to maneuver :
- focus on CW. i dont think there is anything thay cannot do here : from making planets different, with different maps and characteritisics, adding missions, from 2 to 12 man ones, make every action you do count to a final purpose, add hot drops, add defence deployment, make missions ramified based on the previous actions and results - just take NBT as example, add again R&R for CW...ffs..you can write pages of ideas.
- if cw its too much of a challange then start altering the mechlab and skill tree part. there are a lot of people that play this game only for the liberty of modifications, and lately what pgi does is limiting this hard. Personally i am part of those people its one of the reasons i stopped paying money to them. All the nerfs and general fixed quirks are not the way to go. imo it is a wrong way and that its much more clear now.
Instead they should allow players to personalize their mechs and skills. i posted my idea somewhere in the past on these forums, i will not try to find it but it is something like this :
"my personal opinion about weapon quirks was more of a skill tree. so you can become specialized in sniping with gauss if you overcome some challanges and get some bonuses for that weapon as a pilot and other bonuses for the chassis you use for the weapon/mech in discussion, bonuses that you need to pick, some in favor of the others.
short example :
you are using ballistic slot on hunchback a lot. with different weapons, lets say you prefer gauss and uac5. you pass some challanges and you get the option to pick from specific quirks on the weapons u used. so you will get for stage 1 quirks :
- gauss energy draw reduction 10% or uac5 jam chance -25%
you pick the uac quirk. in stage 2 you will get only uac quirks available :
- uac speed/range +10% AND +5% more energy draw
- uac +10% damage and 10% crit chance AND 10% less range.
u get the idea..always tradeoffs. same for skills of the pilot. for ex you can chose to have a faster turn rate but less zoom available or the reverse. more armor on the mech less speed....things like that.
I want to be able to build any imaginable mech with any unique weapons and quirks and skills...so there will be a challange on the battlefield. right now everyone with some experience knows in an instant what he faces and what he needs to do...its boring."
having more diversity on the battlefield and having people imagine strange builds just to see how they work will drive us off the repetitive thing and give pgi more time to figure it out
this is what i personally think.
#127
Posted 03 October 2016 - 10:10 PM
Light Mech Pack
Assassin Mech Pack
Long Term
Fixing heat mechanics. ED is not it but might if adjusted correctly be acceptable.
PvE (needs to be co op and allow for the earning of cbills, even if it is less than PVP)
Fix FP (huge job for this though lessing the amount of choke point maps would help)
Bring back Info War. Even without the laser lock that people whined about it had alot of promise.
If nothing else changed this would open my wallet
Matchmaker that uses a system similar to BV so that I can with my skill play a mech I enjoy without having to drop against meta tryhards. Mechs are not supposed to be equal, numbers and varying strength of allies and opponents was how balance was achieved.
What will likely permanently seal my wallet
PGI giving up and scrapping ED outright like they did Infotech. Change it, keep testing, hell even if they scrap it and start fresh with a new system. However if they bow to the cryhards and scrap it all again I am done as that will prove that no matter what needs to be done that they will not have the drive to do it.
Edited by Cementi, 03 October 2016 - 10:14 PM.
#128
Posted 03 October 2016 - 10:14 PM
Khobai, on 03 October 2016 - 10:05 PM, said:
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Lol at dinosaurs being on that list!
I was telling one my friends recently that ark needed mechs and terraforming like 7 days to die and then it would be the perfect game for me

#130
Posted 03 October 2016 - 10:50 PM
Bishop Steiner, on 03 October 2016 - 10:48 AM, said:
Well the PTS shows some little sense, there are changes that we have asked a long time for. With a couple of other changes there might be the possibility that I get some confidence in the design decisions made to balance the basics. (Heatscale, Quirks, Energy Draw, Locked Equipment- are a hindrance for balance)
But the main problem with PGI, they move to slow to late. A permium example is the state of FW, I think 50% of the issues can be found with the population, this was an issue when CW started. And still they have only a "idea" how to change it?
The fix shouldn't need any big programming - or at least if they coded the game like a sentinent beeing would have - it is just the combination of different procedures. (Seasons for example; MERCS; and loyalists behaviour, discount or bonus for using specific mechs etc.)
What is lacking is the foresight that is necessary to understand how a game mechanic would work before you introduce it.
Again CW is a perfect example - I've seen the mission goal and my first idea was: "Slasher Run" (much better term then light rush) Simple: when you have a target that can be destroyed the best goal to achieve it is to use lights to terminate the object no matter the costs.
Same could be said about scouting: 55t = Stormcrow, it was obvious - they might change it in the future and reduce it to 45t but it doesn't help the game mode to become any better.
There are so many housemade problems that have clearly one thing in common - the utter lack of a clear concept.
Sorry Bish for wandering off, but my main issue - is that i don't see a concept - you know that thin red line that you can trace when you follow the changes - if there is one its a dotted scribble.
So give me confidence that there is a "master plan" and my wallet might open again.
(Things like preannouncing totally underwhelming Clan Heros is the complete opposite from what I want to see from PGI)
#132
Posted 03 October 2016 - 11:06 PM
new founder program, new engine evtl., new scale of mechs+maps (take a look into war thunder for the right scale) such as that you feel like in a giant mech when you look at all the trees, houses, hills, mountains and not just think you are a person wearing a suit with mech texture.
Give the community warfare a new try from lessons learnt out of MWO.
There is nothing in MWO 1 left to make me spend more money as I have enough mechs and the new ones add nothing new, can wait for the Cbill variants, u know its FREE to play

Energy draw at least adds something new.
Make FP new:
Make a new mech stable just for FP such as that once a mech gets destroyed on a fight for a planet you have to buy a new one. Then adjust daily production of mechs and equipment like weapon to the planet your factions owns. So if all the production line of gauss per day is sold, you have to switch to large laser or wht ever or wait a day for new gauss deliveries.... Make us want to own new planets....
The only connection between the two mech stables is the XP spend on them.
Edited by Lomak, 03 October 2016 - 11:28 PM.
#133
Posted 03 October 2016 - 11:12 PM
N0ni, on 03 October 2016 - 11:04 AM, said:
Do that and i'll buy some packs. Simple as that.
Sign me up!
I literally would have early adopted the marauder iic... And night gyr... But then ED hit PTS and zipped closed my wallet... No matter how much I want something... I fear Energy Draw is going to kill the game for me, so until its cancelled... I must sadly pass on buying even my most wanted mechs!
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Side note:
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Also... Someone pointed out an easier way to pay... This would help too.. In the past, I was going to buy the warhammer, and marauder (IS mech), and rifleman... Because they are unseen mechs, but i couldnt because my credit card kept declining PGI's newest payment method.... Previously I used karma coin... Now... I literally have to jump through hoops and get my cusin to purchase things for me... Which is why i missed out on buying mechs I really wanted to pay for in the past...
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My last purchases were the phoenix hawk and kodiak... PGI, I want to buy mech packs... But your making it hard for me...!!!
#134
Posted 03 October 2016 - 11:46 PM
And how bout instead of more mechs for the next 6 months introduce some new maps instead of rehashes. There's many more things I can think of (and I do love the game) but maps would be the #1 thing to start with.
- sincere mechwarrior fan
#135
Posted 03 October 2016 - 11:50 PM
not because I hate or love PGI, or CW or whatever. It's just because I knew 2 years ago that the Bushwacker would be my last mech.
#136
Posted 04 October 2016 - 12:46 AM
Bishop Steiner, on 03 October 2016 - 04:45 PM, said:
unless PGI totally revamps their sales system, I don't see any new Lights on the horizon. Not to dash peoples hopes, but despite PGIs "plan" to make MWO into Gundam Rock/Paper/Scissors, CBill, MC etc devalues a Light too much. There is simply not the "perceived" value for a single Light to be 20$ and the solution many propose, to make it a Light 2 Pack overlooks the economic reality that it costs PGI just as much to make a Light as it does an Assault.
Only way I see a Light popping up is after PGI has stretched it so long that when they announce a new Light finally everybody impulse buys. But after that, reality will set in, packs will be cancelled, and it'll be another year or two before you see another Light.
Yup.
But it's interesting gauge to the depth of resolve, and priorities. Sadly it also kind of confirms PGI is on the right track, as you offer the right Gundam, people think with their OTHER head.
You're right on all counts. I know I'll never see the Firemoth, for more reasons than just the speedfail saga, but it's still the single most likely / reasonable answer I can provide to the original question.
I want more - much much more than that, but there is even less chance of PGI turning the gane around than there is them solving the speed limit issue and finding out how to make a 20t mech profitable.
#137
Posted 04 October 2016 - 01:11 AM
If I can finish a game of hearthstone before I can login and interact with the UI, while Overwatch does it nice and quick, we have a problem.
I'd rather be frivolous with a card game than this if I can't even open my shinies in a timely manner.
#138
Posted 04 October 2016 - 01:13 AM
Aleksandr Sergeyevich Kerensky, on 03 October 2016 - 11:12 PM, said:
On the same exact boat. I want to buy Linebackers to have a fast somewhat viable heavy (mostly something to have fun in), i want to buy the Marauder IIC, don't really care for the Bushwacker... but 6 of the wave 1 heroes yes i would probably want as well, if the next clan mech announced is the Warhammer IIC i would want to pre-order that too.
Sadly, i have to wait a few to many months at a time just to determine if the game is worth investing in (and basically miss the pre-order stuff because of that). With all the wasted time, energy, and probably money into this damage cap garbage on PTS... they could've made a few hundred dollars from one person, regardless of the current state of the game.
Like many people, i'm waiting on December. My standards are extremely low at this point, so here's to hoping there's more than just another mech pack announcement.
#139
Posted 04 October 2016 - 03:16 AM
Kaptain, on 03 October 2016 - 10:53 PM, said:
Wow. Thank you! I still want to find the one that says: "MWO will never be about: go here, cap this"
Just search their old videos on their YouTube.
Here is another one for us who bought top of the line pc's for "High Fidelity" graphics.
#140
Posted 04 October 2016 - 05:57 AM
One of the main things that is lacking in CW is risk vs reward and consequences for failure. Everybody has all these mechs they paid lots of money for and can play anytime so if PGI now tried to implement certain things that would add depth to CW like being forced to wait for a mech to be rapaired when destroyed it would cause outrage. If you had that mechanic then you can make holding a planet with a factory meaningful by having it speed up repairs. You make holding territory around that planet meaningful through supply lines that if cut reduce the benefit of the factory.
Something like that adds depth and an important layer of strategy to CW because in order to be successful you need to hold the resources necessary to facilitate a push to Terra. But now that is impossible because everyone would be super mad and angsty if they could not play all their mechs immediately like they are used to. If CW had been implemented before or simultaneously with QP and mechs could get locked out of CW but were always available in QP then it would just be the norm, whereas this is basically impossible to implement now and therefore a major mechanic that could have been used to make CW a lot more interesting amd meaningful is off the table forever most likely.
The bad decisions made years ago are now coming back to bite PGI and their customers. At this point bringing things up to a satisfactory level is going to be like turning a battleship and I probably don't have the patience to see it through.
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