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December Roadmap And Beyond


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#261 MovinTarget

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Posted 07 December 2016 - 12:04 PM

View PostTheLuc, on 07 December 2016 - 11:56 AM, said:


You do agree it will die off very fast none the less ??


Not really, because there are lots of players out there that would love to prove their worth.

#262 TheLuc

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Posted 07 December 2016 - 12:12 PM

View PostMovinTarget, on 07 December 2016 - 12:04 PM, said:


Not really, because there are lots of players out there that would love to prove their worth.


the competitive crowd is a minority, far from a life line for this game. Time will give me right anyways.

#263 MovinTarget

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Posted 07 December 2016 - 12:23 PM

View PostTheLuc, on 07 December 2016 - 12:12 PM, said:


the competitive crowd is a minority, far from a life line for this game. Time will give me right anyways.


Not a valid claim. If you want to prognosticate things that will assuredly happen at some point in the future, open a psychic hotline and make some money on the side.

If you want to say it will be dead in 100 years, I will absolutely agree with you, for example...

Also, tryhard =/= competetive

Edited by MovinTarget, 07 December 2016 - 12:24 PM.


#264 James Argent

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Posted 07 December 2016 - 12:30 PM

OK, the wording 'GXP/mech XP spent on skill upgrades' is something I missed before. Is this an absolutely accurate quote?

If it only counts the XP we spent and not the thousands to hundreds of thousands of extra XP we've built up after mastering a mech, that's problematic. As I understand it, the point of the new skill trees is not to level the playing field between vets and new players and make everyone grind XP, it's to allow a player more flexibility and customization of their mechs. PGI can do the latter without having to do the former.

While by all rights it should all be converted to Legacy GXP, at the very least it should be available separately to fill the skill trees for the mech in which it was earned. Lock this extra XP to that variant if you must, but we've earned this XP and on a mech variant so well-used it shouldn't be required to grind more XP to fill its skill trees.

Hope PGI does the right thing here and recognizes the time we put into those mechs.

#265 MovinTarget

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Posted 07 December 2016 - 12:30 PM

Actually, can I play the prediction game?

Let's see...

I predict that someone will bring an LRM 60 Mauler into QP and scream for locks....

I predict that Dee Eight will assert something and someone will jump all over him in the forums.

Edited by MovinTarget, 07 December 2016 - 12:41 PM.


#266 MovinTarget

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Posted 07 December 2016 - 12:40 PM

View PostJames Argent, on 07 December 2016 - 12:30 PM, said:

OK, the wording 'GXP/mech XP spent on skill upgrades' is something I missed before. Is this an absolutely accurate quote?

If it only counts the XP we spent and not the thousands to hundreds of thousands of extra XP we've built up after mastering a mech, that's problematic. As I understand it, the point of the new skill trees is not to level the playing field between vets and new players and make everyone grind XP, it's to allow a player more flexibility and customization of their mechs. PGI can do the latter without having to do the former.

While by all rights it should all be converted to Legacy GXP, at the very least it should be available separately to fill the skill trees for the mech in which it was earned. Lock this extra XP to that variant if you must, but we've earned this XP and on a mech variant so well-used it shouldn't be required to grind more XP to fill its skill trees.

Hope PGI does the right thing here and recognizes the time we put into those mechs.


I don't know if they have a means to track XP earned on a variant vs Current XP (after some/all was siphoned off for GXP)... If they can retroactively give us the XP back to the variant that earned it... great.

#267 BLOOD WOLF

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Posted 07 December 2016 - 12:47 PM

View PostMovinTarget, on 07 December 2016 - 12:30 PM, said:


I predict that Dee Eight will assert something and someone will jump all over him in the forums.

well damn, how did you know I was going to do that?Posted Image

#268 TheLuc

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Posted 07 December 2016 - 12:56 PM

Movintarget, 3-4 months Solaris mode will die off, just like CW/FW 4.1 will.

the changes to the game and the meager add-ons don't really get the game better in any way, change just for changing.

Hope I will be wrong but looking what PGI offers this Mech_con was a joke.

oh and here is your LRM 60 Mauler
http://mwo.smurfy-ne...4284868fe070f7a

#269 Jack Shayu Walker

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Posted 07 December 2016 - 12:56 PM

View PostWarHippy, on 07 December 2016 - 08:20 AM, said:

I respectfully disagree. With a unreleased game the devs have budget concerns to be sure, the players can get over-hyped during the long wait, and maybe the game is never released for one reason or another. While it might be a bummer not much is lost if it never comes to fruition. Slow development on a released game compounds most of those problems and creates new ones. With a released game the hype is no longer a problem because reality has set in, and in the case of slow development it becomes a frustrating wait instead of a hopeful wait. Players are more likely to be unhappy and spend less on a game that feels unfinished and that is barely trickling out content(in particular when that content is broken or barely functional). You get into a endless cycle of people becoming unhappy and spending less because development is slow and sloppy, however on the other side of things since revenue continues to drop your development slows down as you try to compensate and cut corners/costs. It is a hard cycle to break.


I think releasing and getting a ****** game is better than the game never being released. I'd rather know what things could have been, than just be blissfully ignorant.

Ideally, games should be completed in a reasonable amount of time, and should be finished upon release.

If you can't meet that ideal I'm not sure I believe taking forever is any better than releasing something half finished at the promised release date. Past that, if development is going slowly, I'd much rather have something to play with while it's developing than have nothing.

#270 TheLuc

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Posted 07 December 2016 - 01:02 PM

With PGI doing MW5 Mercs, from the pre-alpha footage its a big no ATM, might be a awesome game once its out but remains to be seen. Im still playing MWO once in a while and more Forum Warrior Online those days.

When there is more action on the forums than the actual game, it kind of a sign that things are not going so well.

#271 Jack Shayu Walker

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Posted 07 December 2016 - 01:04 PM

View PostTheLuc, on 07 December 2016 - 09:33 AM, said:

Laugh as much as you want at my previous post ladies, you will cry when the skill tree hits.


Nnno, actually we won't. There's nothing wrong with the new skill tree. So far as I understand you've made a false claim, that you NEED the full survival and operation trees to be effective. IT's frankly not true. If you give up those buffs, some of which you may be used to having on most mechs, you can branch out for new buffs that might serve your individual play-style better.

#272 Jack Shayu Walker

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Posted 07 December 2016 - 01:07 PM

View PostTheLuc, on 07 December 2016 - 11:56 AM, said:


You do agree it will die off very fast none the less ??

It won't die off Luc. The reason is simple. There are players like me who get the majority of their enjoyment out of 1v1 combat in MWO, and, and this is the kicker, you only need 2 players to start a 1v1 as opposed to the 24 needed for a normal match. Even with a really small population, the Solaris 1v1 bucket would function smoothly, and because it would function smoothly, players who enjoy 1v1 like me would not be detered by any population issues.

Edited by Jack Shayu Walker, 07 December 2016 - 01:41 PM.


#273 Pihoqahiak

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Posted 07 December 2016 - 01:08 PM

View PostMovinTarget, on 07 December 2016 - 10:33 AM, said:

I develop code for a living but not in the gaming industry... i don't know the inherent differences between the engines but there may have been reasons why they chose what they did. Was it availability of devs in canada? Was it licensing costs? Was it the API had the appearance of good flexibility?


It was the licensing cost, Russ has alluded to that years ago.

#274 Pihoqahiak

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Posted 07 December 2016 - 01:12 PM

View PostMovinTarget, on 07 December 2016 - 09:52 AM, said:

Wow pgi can't win, change nothing and people complain. Try something new and people will complain. The way i see it, the new skill tree concept will be another way to reward paying customers indirectly since it will be a *bear* to get all dat xp w/o premium time...


PGI will have to be very careful with just how much they bottleneck player progression behind premium time with a product they are trying to promote into an eSport.

#275 Jack Shayu Walker

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Posted 07 December 2016 - 01:20 PM

View PostTheLuc, on 07 December 2016 - 11:28 AM, said:

The skill tree while more flexible, it offers less, check how much you can get with 75 nods and check, lets say quirks of an Atlas, skills maxed and modules The new proposed skill tree rules out quads too.


There's your issue. Mechs that don't roid-rage off of quirks will benefit from the system Posted Image mechs that do rely on quirks will need to be balanced in some other way. The skill tree change is a solid step in the direction of balancing the game without quirks. It just keeps them around as a method of personalization, which I would prefer.

I, and I think everybody, understands that sub-optimal mechs will need help in other ways. Maybe I don't pilot Atlases, but I do pilot summoners and I'll definitely feel this change when it hits.

Edit: A quote from Russ's Twitter feed:

Quote

"Also we are not forgetting that some Chassis need baseline help like say my Dragon. We have a plan for this in working with the base stats."

Edited by Jack Shayu Walker, 07 December 2016 - 01:43 PM.


#276 Pihoqahiak

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Posted 07 December 2016 - 01:33 PM

View PostTheLuc, on 07 December 2016 - 11:28 AM, said:

I still maintain that FW 4.1 will see a short spike but will die again quickly.

The skill tree while more flexible, it offers less, check how much you can get with 75 nods and check, lets say quirks of an Atlas, skills maxed and modules The new proposed skill tree rules out quads too.

Solaris 1vs1, waste of time we already got quick play.


Part of the problem with Russ's plan to improve FP by merely reducing "buckets" is that anyone paying much attention to the FP queues can see the player base has already reduced the "buckets" on it's own by only ever queueing for one or two planets out of the options currently. Removing options will only provide a minor amount of consolidation at this point.

The proposed skill tree system does not rule out quads, Russ stating that they are not able to code them is what rules out quads unfortunately. I think the truth of the matter is more that he feels it's not worth the time/cost to try and figure out how to code it than it being impossible in Cryengine.

Solaris is what quickplay should be. That is where they should put all quickplay content, removing 12vs.12, adding 1vs.1, 2vs.2, 4vs.4, and 8vs.8 options. It would easily accommodate monthly, or quarterly leaderboards and special events.

#277 Jack Shayu Walker

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Posted 07 December 2016 - 01:40 PM

View PostPihoqahiak, on 07 December 2016 - 01:33 PM, said:

The proposed skill tree system does not rule out quads, Russ stating that they are not able to code them is what rules out quads unfortunately. I think the truth of the matter is more that he feels it's not worth the time/cost to try and figure out how to code it than it being impossible in Cryengine.


Controverisally, Russ actually did say he hates quads and he thinks they're stupid in a Town Hall. Not good PR, but he said it and I doubt he's going to throw resources at something he not only thinks is not profitable, but also personally hates.

#278 Dee Eight

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Posted 07 December 2016 - 01:43 PM

View PostMovinTarget, on 07 December 2016 - 12:30 PM, said:

Actually, can I play the prediction game?

Let's see...

I predict that someone will bring an LRM 60 Mauler into QP and scream for locks....


That happens every day. Followed by the LRM60 King Crabs. The stupid thing is that there's an awesome better suited to that build by virtue of having a faster cooldown (and the same missile heat reduction and velocity quirks as the mauler).

Edited by Dee Eight, 07 December 2016 - 01:50 PM.


#279 James Argent

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Posted 07 December 2016 - 01:46 PM

@MovinTarget: Well, if the XP isn't still on the mech and you've converted it to GXP which was then spent, then that's already accounted for with the announced 'Legacy GXP' conversion. You can choose to spend that LGXP on the same mech or on any other mech. But there are tons of people who would only rarely, if ever, spend MC to convert it and still have hundreds of thousands of mech XP sitting unused on that variant's skill tree. This is the XP to which I'm referring. It is unspent, so if the quote was accurate, it would not be converted and it would be lost. It is indisputable that we've earned the XP...it isn't our fault that the current available expenditure of mech XP falls short of the target for completely filling the proposed skill trees.

And if PGI knew that converting mech XP to GXP was going to be the only way to salvage fully skilled mechs out of fully mastered mechs, they should not have waited until after just after last month's double XP conversion was finished to let us in on it.

#280 TheLuc

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Posted 07 December 2016 - 01:51 PM

We will see how it is in April or May 2017. I still maintain my points what ever you may write up guys.

If only once I see PGI do something that will without any doubt benefit the game then I will say so. Its PGI, so trust and hope its like poison.





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