#1
Posted 12 December 2011 - 04:49 AM
#2
Posted 12 December 2011 - 05:25 AM
Compare that to say the mission in Black Knight where the CO of the unit gets his cockpit blow to hell and dies. You might not even have seen it happening, and if it did, his mech took a shot to the torso, fell over and then some guy on the radio explains what happens. That brakes immersion. What should happen is, Your right there, trying to protect him, and you see that guass rifle slug smashing into his cockpit, exploding, hearing the screams, the silence, then the panic on over comes from the rest of the unit, trying to get the hell out of there. It's for the most part a failing in the technology of the time. But also a lack of effort on FASA interactive part in my mind. A good story needs you to feel slightly out of control in my mind, but you never feel this during any of the MW4's story.
We won't get that here in MWO, but you will get player drive story and drama, much like in EVE Online. That can be just as engaging for different reasons.
Edited by John Clavell, 12 December 2011 - 05:28 AM.
#3
Posted 12 December 2011 - 05:35 AM
#4
Posted 12 December 2011 - 05:38 AM
... The reason is that though we all like sitting in water on a hot day ... its a bit boring to only have 30cm of water to relax in. Great for a kid ... not so great for an adult.
Now going off the average age of the player base represented here on the forums the bulk of us definitely fall into the 'adult' bracket.
We want depth. We want variety. we crave something we can explore. We are not kids who will just be happy with 'heh heh ...hit it again... yeah ... again'
Now I know there will be community warfare ... but will this just be a justification for the constant shallow battles or will it really add to the depth and will it be accessible to the majority or just those with large networks of other players (what will be the minimum corp size?). Will we be able to craft, to design, be creative artistically (mech paint jobs), make social groups that last (intuitive comms that encourage lasting interaction), etc etc.
I'm convinced that Mechwarrior Online will be visually spectacular and will have some seriously addictive gameplay. But will it be a kiddy paddling pool or Mediterranean water sports centre?
Comments guys? What would you prefer. World of Mechwarrior tm or The game that will keep you hooked for the next 5, 10, 20 years?
#5
Posted 12 December 2011 - 05:40 AM
Want to have a mission briefing before sending your troops out before a battle? Want to give your troops as much intel as possible?
Go MW3 or go home!
Edited by Jaroth Winson, 12 December 2011 - 05:45 AM.
#6
Posted 12 December 2011 - 05:43 AM
From everything the devs have said so far I have no reason to doubt their hearts are in the right place.
#8
Posted 12 December 2011 - 06:01 AM
#9
Posted 12 December 2011 - 06:04 AM
#10
Posted 12 December 2011 - 06:09 AM
#11
Posted 12 December 2011 - 06:14 AM
I hope I speak for the majority here when I say I want something thats not just a twitchy shooter. A game thats primary motivator is not a kill board statistic!
It should be the sense of achievement that goes with feeling you are getting a lot for the time you spend on a game. The older we get the more valuable our time is. The more things and people place demands on our free time.
I remember my brother giving up online gaming cos he could not rationalise the cost in time against his kids, work and his relationship with his wife. The game was just too 2d to really be justified.
#12
Posted 12 December 2011 - 06:25 AM
#13
Posted 12 December 2011 - 06:28 AM
woodstock, on 12 December 2011 - 06:14 AM, said:
I hope I speak for the majority here when I say I want something thats not just a twitchy shooter. A game thats primary motivator is not a kill board statistic!
It should be the sense of achievement that goes with feeling you are getting a lot for the time you spend on a game. The older we get the more valuable our time is. The more things and people place demands on our free time.
I remember my brother giving up online gaming cos he could not rationalise the cost in time against his kids, work and his relationship with his wife. The game was just too 2d to really be justified.
This is something I've found myself running up against recently. I don't have a lot of family demands yet, but I keep finding myself feeling much more inclined to work on the various art projects that I engage in (the recolors and insignia on these forums being just a small part of that) than spend time on most games. For me to justify game play over a long period, it needs to be something really special.
crazy jake, on 12 December 2011 - 06:25 AM, said:
Totally agree here. Really hoping heat is as big of a factor as on the
Edited by Hayden, 12 December 2011 - 06:29 AM.
#14
Posted 12 December 2011 - 06:33 AM
#15
Posted 12 December 2011 - 06:48 AM
Let me explain.
A pencil can write out the simplest of ideas, like a kid learning his ABCs and writing them on a sheet of paper. A pencil can write term papers to help us learn and write things in scientific manner. A pencil can draft important pieces of law. A pencil can write out vows to a wedding. A pencil can erase mistakes.
I want MWO to be accessible and simple to get into, yet diverse and strategic the further you delve into it. I would hate to have a game where at the start looks too complex to someone who would love it if they had more of an explanation of it's intricacies. I want folks to realize it is easy to pick up that pencil, but it is capable of a whole lot more and a ton of depth and strategy.
#16
Posted 12 December 2011 - 07:24 AM
woodstock, on 12 December 2011 - 05:38 AM, said:
Now I know there will be community warfare ... but will this just be a justification for the constant shallow battles or will it really add to the depth and will it be accessible to the majority or just those with large networks of other players (what will be the minimum corp size?).
I'm convinced that Mechwarrior Online will be visually spectacular and will have some seriously addictive gameplay. But will it be a kiddy paddling pool or Mediterranean water sports centre?
Quote
It should be the sense of achievement that goes with feeling you are getting a lot for the time you spend on a game. The older we get the more valuable our time is. The more things and people place demands on our free time.
#17
Posted 12 December 2011 - 07:41 AM
#18
Posted 12 December 2011 - 07:49 AM
Barantor, on 12 December 2011 - 06:48 AM, said:
Let me explain.
A pencil can write out the simplest of ideas, like a kid learning his ABCs and writing them on a sheet of paper. A pencil can write term papers to help us learn and write things in scientific manner. A pencil can draft important pieces of law. A pencil can write out vows to a wedding. A pencil can erase mistakes.
I want MWO to be accessible and simple to get into, yet diverse and strategic the further you delve into it. I would hate to have a game where at the start looks too complex to someone who would love it if they had more of an explanation of it's intricacies. I want folks to realize it is easy to pick up that pencil, but it is capable of a whole lot more and a ton of depth and strategy.
I like this, and I think it's a strength of the Free to Play system, which the devs have brought up a couple times. It will allow them to correct for gameplay issues, continually add in new content, and if done right this will really help to grow/maintain a happy community. Depth is also like that of a pool: no one should have to go into the deep end, but that doesn't mean there shouldn't be one.
#19
Posted 12 December 2011 - 07:59 AM
Barantor, on 12 December 2011 - 06:48 AM, said:
Let me explain.
A pencil can write out the simplest of ideas, like a kid learning his ABCs and writing them on a sheet of paper. A pencil can write term papers to help us learn and write things in scientific manner. A pencil can draft important pieces of law. A pencil can write out vows to a wedding. A pencil can erase mistakes.
I want MWO to be accessible and simple to get into, yet diverse and strategic the further you delve into it. I would hate to have a game where at the start looks too complex to someone who would love it if they had more of an explanation of it's intricacies. I want folks to realize it is easy to pick up that pencil, but it is capable of a whole lot more and a ton of depth and strategy.
Wise words. It's reasonable to assume that the majority of people posting here at this point are mainly comprised of devotees to the existing games and genre. For the game to survive and compete against the other alternatives out there, and to draw new blood, it must accomodate many levels of interest and experience. Initially, the level of accomodation for those BT purists out there can be maintained at a local/league level, by enforcing the details before each drop is played. As with the pencil, a simple start can lead to more complicated devices (such as the keyboard on which I type) while functionality develops.
Two cents
#20
Posted 12 December 2011 - 10:14 AM
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