December Roadmap And Beyond
#101
Posted 04 December 2016 - 07:42 AM
#102
Posted 04 December 2016 - 07:48 AM
shopsmart, on 04 December 2016 - 05:49 AM, said:
That was really bad though.... didn't seem to have anything over previous games. The terrible settlement building killed it and the rest was well the same as the previous games.
#103
Posted 04 December 2016 - 08:08 AM
I am happy to see an alternative approach and am willing to give it time to bed in.
#104
Posted 04 December 2016 - 08:39 AM
Edit: Is an AI going to know how to hide its head hitbox? is it going to know how to avoid LRMs? It cant predict, hows it going to play?
Edited by Burke IV, 04 December 2016 - 08:45 AM.
#105
Posted 04 December 2016 - 08:44 AM
Jhondra, on 04 December 2016 - 07:42 AM, said:
I am not into game engines, but I am pretty sure it would be possible quite easily to import models from another engine, so all the reworking from scratch of existing stuff might not be needed.
#106
Posted 04 December 2016 - 09:05 AM
#107
Posted 04 December 2016 - 09:08 AM
Burke IV, on 04 December 2016 - 08:39 AM, said:
Edit: Is an AI going to know how to hide its head hitbox? is it going to know how to avoid LRMs? It cant predict, hows it going to play?
The VIP Atlas had better have lots of armor and health compared to the ones we pilot, or the enemy team just needs to sit back and snipe it down in a few volleys for the win.
#108
Posted 04 December 2016 - 09:14 AM
Finally the cold maps will not let us stay cold forever!
Everything is perfect on hotter maps, but cold maps are boring, as overheating your 'Mech is sometimes hard to do.
P. S. Just please do not add more heat capacity (removing is fine): heat management is the fun of the game!
Edited by Lunatic_Asylum, 04 December 2016 - 09:14 AM.
#109
Posted 04 December 2016 - 09:15 AM
Still not happy with FW and view the whole qp maps as merely another bandaid.
What it needs is more game modes than the same old same old "assault the xth orbital gun on this planet".
Taking a planet can usually be considered a campaign in and of itself.
Here is roughly how I would imagine it:
a) Initial assault (this requires taking a few orbital guns to allow for easy mass reinforcements)
Meeting engagements (open warfare between forward elements with each side feeling each other and trying to get a frontline)
c) Pitched battle (the large fight where both try to decide who the owner of this planet will be, would require AI as well for the large scale battle feel)
d) Mop up / base battle.
If you would have a decent variety of maps and game mods for invasion it would be a good bit more entertaining. This will not address other problems such as pubs vs. premades but right now I am more interested in making it a good game mode.
#110
Posted 04 December 2016 - 09:18 AM
I appreciate that simply killing each other in what usually devolves into a deathball bores some people. But for me, I only play public queue (tier3 potato here) and anything but skirmish is usually too much to ask in terms of coordinated strategy. Some people don't have VOIP comms, some don't read text communications, and some simply don't care as trying to pick a team leader in 30 seconds doesn't usually work.
Assault usually works out ok since its hard for the enemy team to cap a base without a coordinated mass rush, but it sounds like this will change. Domination, well, I find myself in a fair number of matches where a significant number of team members are neither occupying the circle or firing on the enemy who are in it, but most people tend to get the concept. Conquest, arghh, the number of slow heavies and assaults running away from the battle to cap a far resource point is painful. I see the escort mode having similar issues to domination, but not as bad as conquest.
So, PGI, how about giving those that want it a chance to queue only for Skirmish? Please?
#111
Posted 04 December 2016 - 09:19 AM
Sarsaparilla Kid, on 04 December 2016 - 09:08 AM, said:
The VIP Atlas had better have lots of armor and health compared to the ones we pilot, or the enemy team just needs to sit back and snipe it down in a few volleys for the win.
But if it does its going to be stupid. PGI cant win on ths one unless they really can make an AI capable of playing this game
#112
Posted 04 December 2016 - 09:22 AM
Jhondra, on 04 December 2016 - 07:42 AM, said:
The models are made in 3DS Max and can be imported into Unreal just as easily as Cryengine. All their assets should be able to be ported to MW5 with minimal fuss.
#113
Posted 04 December 2016 - 09:26 AM
Some concerns though:
1) Skill Tree System and the Cbill and XP refunds.
What about mechs that we have 2 of the same variant. (ie: 2 Hellslingers or 2 Pirate's Banes etc) How will the refund for them work?
What about Variants that we sold for cbills already? Will we be refunded the mech XP and/or GXP that was used to level those in order to help unlock variants we kept for the 3 variant requirements?
2) Mech XP: some of us have amassed tons of Mech XP on some of our frequently played mechs over time, is that going to stay available for conversion? I wish I had known this skill tree system change was coming, I probably would have taken advantage of that conversion event we just had last week a bit more..
3) Solaris 1v1 Map: Seriously? Why is this map being locked down to Private Play mode only? What happened to adding a solaris mode to the game as mentioned early 2016?
4) Game engine? There was a town hall earlier in 2016 where Russ was very animated and excited about exploring moving MW:O to a new game engine, either newer cryengine, or more likely based on the work involved, porting to a different game engine like Unreal. What happened to that, no discussion on that topic since early 2016?
Don't get me wrong, I'm grateful for everything we do get as time progresses. But there is still so much untapped potential in this game it's frustrating. I've seen faction war all but just about 100% dead. I've seen the quick play tier system continue to move some of us potatoes up into brackets that make it less fun to play as towards the upper end, which you creep to even when you have bad games but the team does well with, which then destroys the fun for some players when they feel that many drops they are just in over their heads. So nothing yet about a new tier system to keep it fun for casuals instead of pitting them up vs 100% meta focused players.
I personally think we need to put quick play in a free for all mode and not a team based mode. Move all team based play into Faction War and help the team based focus be more organized in that you'd need to be in a unit and working as a team in team drops. Events and overall quick play reward system is very solo performance based and does not encourage people to work as a team, especially during events. Making the quick play mode solaris / free for alls, etc, solo based play would at least be honest about what the true core of Quick Play is and should be about. And those that want to group, play as a team and enjoy lance and unit level play, they will be drawn to also play faction war. Make the quick play drops 8 player min, 16 player max, allowing to keep to a tighter *WITHIN TIER* game play where possible more likely since you would not then require 16 players.
We're still missing dailies, quests, etc. For an MMO, there's no real MMO feel in MWO. I still think it would help the player base as a whole if people had more incentives to log in regularly than just for events, or to level their mechs.
More events in private lobby mode needed. I think the private lobby mode is not utilized enough in this game. Everything is pushed to quick play. Events could be used to better utilize this part of the game. I bet there are tons of pilots that never use the private lobby mode system. There's no incentive to at the moment. I think I've seen it used as an incentive in an event once or twice over the past year. And the reward was not a huge incentive IIRC. If PGI is going to start releasing quality maps like the Steiner Arena for 1v1, 2v2, 4v4 support, or even free for alls, but keeping them locked to Private Play, then, IMO, we need to encourage and reward people for playing there. Right now we don't get cbills, mech xp, gxp, etc, so it's not a productive use of your time spent in game other than just pure fun, which in its own right should be enough, but people prefer to be efficient where possible and get the most bang for the buck so to speak.
just my $.02 sorry for the wall of text.
Edited by Sauron, 04 December 2016 - 09:27 AM.
#114
Posted 04 December 2016 - 09:29 AM
InnerSphereNews, on 03 December 2016 - 09:24 PM, said:
Escort Game Mode
Escort, an all-new asymmetric Game Mode for MechWarrior Online, arrives in the December patch. Teams are split between Attackers and Defenders, each with their own victory condition. Defenders must ensure the AI-controlled Atlas 'Mech reaches the Extraction Zone in time for evacuation; the Attackers must do everything in their power to destroy that Atlas and prevent its escape. While the Attackers must also contend with destructible Defense Turrets, enemy Support Towers can be captured to aid the attack with additional ECM and/or Radar support.
I'm very excited about this! Scouting to find the enemy ambush positions along the Atlas' path will become important, so light pilots will have a more important role than before. Better take my Pirate's Bane in for an oil change and full systems check
#115
Posted 04 December 2016 - 09:34 AM
Sauron, on 04 December 2016 - 09:26 AM, said:
Some concerns though:
1) Skill Tree System and the Cbill and XP refunds.
What about mechs that we have 2 of the same variant. (ie: 2 Hellslingers or 2 Pirate's Banes etc) How will the refund for them work?
What about Variants that we sold for cbills already? Will we be refunded the mech XP and/or GXP that was used to level those in order to help unlock variants we kept for the 3 variant requirements?
2) Mech XP: some of us have amassed tons of Mech XP on some of our frequently played mechs over time, is that going to stay available for conversion? I wish I had known this skill tree system change was coming, I probably would have taken advantage of that conversion event we just had last week a bit more..
3) Solaris 1v1 Map: Seriously? Why is this map being locked down to Private Play mode only? What happened to adding a solaris mode to the game as mentioned early 2016?
4) Game engine? There was a town hall earlier in 2016 where Russ was very animated and excited about exploring moving MW:O to a new game engine, either newer cryengine, or more likely based on the work involved, porting to a different game engine like Unreal. What happened to that, no discussion on that topic since early 2016?
Don't get me wrong, I'm grateful for everything we do get as time progresses. But there is still so much untapped potential in this game it's frustrating. I've seen faction war all but just about 100% dead. I've seen the quick play tier system continue to move some of us potatoes up into brackets that make it less fun to play as towards the upper end, which you creep to even when you have bad games but the team does well with, which then destroys the fun for some players when they feel that many drops they are just in over their heads. So nothing yet about a new tier system to keep it fun for casuals instead of pitting them up vs 100% meta focused players.
I personally think we need to put quick play in a free for all mode and not a team based mode. Move all team based play into Faction War and help the team based focus be more organized in that you'd need to be in a unit and working as a team in team drops. Events and overall quick play reward system is very solo performance based and does not encourage people to work as a team, especially during events. Making the quick play mode solaris / free for alls, etc, solo based play would at least be honest about what the true core of Quick Play is and should be about. And those that want to group, play as a team and enjoy lance and unit level play, they will be drawn to also play faction war. Make the quick play drops 8 player min, 16 player max, allowing to keep to a tighter *WITHIN TIER* game play where possible more likely since you would not then require 16 players.
We're still missing dailies, quests, etc. For an MMO, there's no real MMO feel in MWO. I still think it would help the player base as a whole if people had more incentives to log in regularly than just for events, or to level their mechs.
More events in private lobby mode needed. I think the private lobby mode is not utilized enough in this game. Everything is pushed to quick play. Events could be used to better utilize this part of the game. I bet there are tons of pilots that never use the private lobby mode system. There's no incentive to at the moment. I think I've seen it used as an incentive in an event once or twice over the past year. And the reward was not a huge incentive IIRC. If PGI is going to start releasing quality maps like the Steiner Arena for 1v1, 2v2, 4v4 support, or even free for alls, but keeping them locked to Private Play, then, IMO, we need to encourage and reward people for playing there. Right now we don't get cbills, mech xp, gxp, etc, so it's not a productive use of your time spent in game other than just pure fun, which in its own right should be enough, but people prefer to be efficient where possible and get the most bang for the buck so to speak.
just my $.02 sorry for the wall of text.
4. They COULD be moving it to Unreal 4 based on THIS:
#116
Posted 04 December 2016 - 09:43 AM
Joking aside, I'm pumped. Hope the pve game has some coop.
#117
Posted 04 December 2016 - 09:49 AM
Prototelis, on 04 December 2016 - 09:43 AM, said:
Joking aside, I'm pumped. Hope the pve game has some coop.
That Raven was no less potato. (Run you idiot! You're just a scout!)
#118
Posted 04 December 2016 - 10:24 AM
Crashking, on 03 December 2016 - 09:57 PM, said:
and they are constantly working in MWO
there is a simple test to prove this
put 1 (or more) Medium lasers on a Mech
fire 1 laser, note the heat level at the end of its burn time, now after letting your Mech cool fire 2, and take note of the heat level, if the heatsinks only activate after the burn finishes you should be at exactly double the heat level you were after firing one
did you notice how at the end of the burn time from firing 2 your Mech is at more than double the heat level was is after firing 1, that is because the heatsinks have started removing heat as soon as the weapon starts generating it, but your Mech does not (unless you have put on a crazy number of heatsinks) have enough dissipation to completely sink the heat of firing 2 ML in the beam duration
#119
Posted 04 December 2016 - 10:51 AM
#120
Posted 04 December 2016 - 12:09 PM
Edited by Ramrod AI, 04 December 2016 - 12:17 PM.
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