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Roadmap For January, February, And Beyond


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#221 Calebos

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Posted 15 January 2017 - 04:02 AM

As everybody knows the Cry Engine is rubbish sh*t so there is very possible that implementation of IK will have huge influence on performance which is already parody at the moment.
If it i possible try to optimize this game instead of bringing so called "new content" please. The game shamefuly looks really ugly and no new mech or recycled map will help with horrible monotonous feeling. Just several public matches and absolutelly useless faction play needs new ideas aswell.
GFX are childishly too distinct(this is not some kind of hentai sh*t so I would like to see what is happenning in front of me on the battlefield and not to look at cheap "laser" beams and sprite black smoke covering everything around).
Unbeliavable velocity of mechs is making it looking like one meter tall toys. Even with huge ammount of game stylization(and I agree with that) there is neccessary to have mechs looking even a bit "heavy". In other simply words: make it a bit slower.
At the end: texturing. It is on the tail with "toystory" look of mechs and environment. It needs improvement to have all content in the game more believable.

Edited by Calebos, 15 January 2017 - 04:04 AM.


#222 Marius Romanis

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Posted 15 January 2017 - 04:56 AM

View Postmad kat, on 15 January 2017 - 01:13 AM, said:

Catapult doors float when open. Crab claws float when open....... Basically anything that the weapon door key does the shadow is separate from the mech........

While I'm at it how about the Victor's acceleration/deceleration glitch where the cockpit rotates significantly.

On this roadmap I read:

A. Clans get engine NERF to give them a fair penalty against is engines.

B. Mechs are getting their quirks removed (despite recently employing someone to do just that work on quirks) so what is it?

C. The skill tree is coming in February we think but don't know which could well stand to destroy the game for me. Moving the goal posts that much may just make me uninstall.

D. We're doing some new mechs but we can't decide how power creep and Hardpoint inflation will effect them.

C. Maybe we'll introduce mixed tech but seeing as how we can't balance what we already have after four years this will be a disaster in the making.



Love The post on 2nd page complaining about a decal you can see from cockpit not "moving properly" and the above stuff about shadows......

JESUS CHRIST WHY IS NO ONE MENTIONING THE DROPSHIPS DROPPING YOU WITH 6% LOST HEALTH IN LEG DAMAGE FROM MISSDROPPING AND REDROPPING YOU IN CW/FP.............. AND PGI ISNT EVEN COMMENTING ABOUT FIXING IT ?

I THINK MECHS GETTING DAMAGED BEING DROPPED INTO GAME IS A BIT MORE IMPORTANT THAN VISUAL MINOR DETAILS.

Much wow
Much cry.

Edited by CadoAzazel, 15 January 2017 - 04:57 AM.


#223 nimrod

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Posted 15 January 2017 - 04:59 AM

Call it "Battletech inspired Robofest" and be done with it. This Mech balancing is far removed from what we see in lore. This game has nothing to do with the BTU anymore.

Nerving the Clans again for IS players to be ale to go one on one with Clan technology. That's suratfrak.

Why in hell did they acquire the license when they create something else? The timeframe of 3050+ is about technology and cultural difference between the Clans and the IS. What does PGI? "We have to reduce all the differences!"...ROFL

*headdesk*

#224 Arkhangel

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Posted 15 January 2017 - 05:19 AM

View Postnimrod, on 15 January 2017 - 04:59 AM, said:

Call it "Battletech inspired Robofest" and be done with it. This Mech balancing is far removed from what we see in lore. This game has nothing to do with the BTU anymore.

Nerving the Clans again for IS players to be ale to go one on one with Clan technology. That's suratfrak.

Why in hell did they acquire the license when they create something else? The timeframe of 3050+ is about technology and cultural difference between the Clans and the IS. What does PGI? "We have to reduce all the differences!"...ROFL

*headdesk*

yes, well, you can not be nerfed around the time Clan players actually follow Zelbrigen. you know, never.

#225 Tiantara

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Posted 15 January 2017 - 05:43 AM

- Talking about Lore in books and so on where IS XL blows up after damaged side-torso... Well... In lore we have possibility to eject pilot from mech and activate self-destruct mechanism to blow enemy near in atomic blast. Where that in game? In lore you can use fuel tank on map and minefield to blow or damage enemy near them... Why we don't see that in game too?
In same lore you can use electromagnetic impulse to temporary shut-down enemy engine or damage its weapon system. Lore, where are you in FP\QP?
Really in game with precise pinpoint damage all that glass weakness just make mech looks useless comparing with other variants.
And yes, all those who prefer keep IS XL as is - please, stop yelling on those pilots who prefer use STD engine instead and don't want play in "running humster strategy" on long maps. Have STD mech in team - use strategy where they useful - lure enemy to ambush, divide team to lances, make surprise attack and strategy - don run under fire and yell that STD too slow for their "great nascar tactic", ok?
And yes... I want back possibility to fight in FP Clan vs Clan and IS vs IS if IS XL stay as it is...

#226 Rhialto

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Posted 15 January 2017 - 06:26 AM

View Postmad kat, on 15 January 2017 - 01:13 AM, said:

Catapult doors float when open. Crab claws float when open....... Basically anything that the weapon door key does the shadow is separate from the mech........

That should be an easy fix, I mean not requiring a full week of work but it always takes months to fix those things...

#227 Rhialto

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Posted 15 January 2017 - 06:30 AM

View PostCadoAzazel, on 15 January 2017 - 04:56 AM, said:

Love The post on 2nd page complaining about a decal you can see from cockpit not "moving properly" and the above stuff about shadows......

JESUS CHRIST WHY IS NO ONE MENTIONING THE DROPSHIPS DROPPING YOU WITH 6% LOST HEALTH IN LEG DAMAGE FROM MISSDROPPING AND REDROPPING YOU IN CW/FP.............. AND PGI ISNT EVEN COMMENTING ABOUT FIXING IT ?

I THINK MECHS GETTING DAMAGED BEING DROPPED INTO GAME IS A BIT MORE IMPORTANT THAN VISUAL MINOR DETAILS.

Much wow
Much cry.

I don't know why the hell YOU YELL. GROW UP!

There are many things to report, I reported a problem I've seen, that's it. About the drop damage it must be specific to CW because this has been fixed a long time ago for QP.

#228 Bogus

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Posted 15 January 2017 - 06:34 AM

View PostCathy, on 14 January 2017 - 06:36 AM, said:

One of the reasons P.G.I went to the single monthly mech was because packs hit sales, depending on what time of year they came out, people would not buy, or only wanted to buy one mech out the range.

Does this new pack mean the Clan players or I.S players, will now be forced to buy mechs from a side they don't want ?

Can't help but wonder if ala carte sales will be a thing once more.

If they are, once the 'new' mechpacks arrive, reverting to mech packs will not increase sales of unpopular mechs which people see as valueless, making them rather pointless to return to.

Only by forcing people to go up the mech pack scale, and buy what P.G.I see as the less popular to reach the ones people actually want, is there any point in doing this.

i.e to get that Thug or the Annihilator you also have to buy the *insert I.S light mech that people see as being very bad* first.

Details on how this old, new system is going to work are very lacking, and as I've said above, utterly pointless if ala carte allowing people to chose single mechs is reintroduced.

I'm wondering about this as well. I just returned to MWO after a *very* long hiatus (clans? What clans?) and grabbed the Marauder+BH pack because I wanted a shiny new toy and $35-40 for an eye-catching CB bonus mech and all the stuff to go with it is quite reasonable compared to MC prices. Plus I'm notoriously frugal so the hilarity of piloting something festooned with currency symbols simply could not be passed up. I've also had a good time playing with the Cauldron-Born trial mech, and while I'd love to have a nifty variant I'm simply not going to pay $55 for it, much less $90 for that plus a bunch of other mechs I have zero interest in. I'd totally buy the occasional hero or (x) variant for just the 15 bucks and grind C-Bills for mastery like a normal person, though, so if that's the route they're taking I'm all for it.

The other stuff sounds pretty legit as well. Balancing new tech makes me nervous, but they managed to bring in the Clans without turning the game into the P2W nightmare I was expecting so I'll give them the benefit of the doubt.

Edited by Bogus, 15 January 2017 - 06:37 AM.


#229 MovinTarget

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Posted 15 January 2017 - 06:34 AM

View PostCadoAzazel, on 15 January 2017 - 04:56 AM, said:



Love The post on 2nd page complaining about a decal you can see from cockpit not "moving properly" and the above stuff about shadows......

JESUS CHRIST WHY IS NO ONE MENTIONING THE DROPSHIPS DROPPING YOU WITH 6% LOST HEALTH IN LEG DAMAGE FROM MISSDROPPING AND REDROPPING YOU IN CW/FP.............. AND PGI ISNT EVEN COMMENTING ABOUT FIXING IT ?

I THINK MECHS GETTING DAMAGED BEING DROPPED INTO GAME IS A BIT MORE IMPORTANT THAN VISUAL MINOR DETAILS.

Much wow
Much cry.


I would tend to agree with this. Cosmetics are nice and all, but functional issues should take precedence...

Besides, so many cosmetics are based on the hardware and config of the user(s). Should they have a handle on the implications of certain features being used (i.e. dekkels w/low graphics), but there are so many niche issues people have... twould be hard to resolve them all...

Edited by MovinTarget, 15 January 2017 - 06:37 AM.


#230 Uncle Totty

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Posted 15 January 2017 - 06:48 AM

View PostRhialto, on 15 January 2017 - 06:26 AM, said:

That should be an easy fix, I mean not requiring a full week of work but it always takes months to fix those things...

Not only does the Timber Wolf still have geometry bugs it had from DAY ONE, they added more onto it in later patches. Posted Image Posted ImagePosted ImagePosted ImagePosted ImagePosted Image

Edited by Uncle Totty, 15 January 2017 - 06:50 AM.


#231 MovinTarget

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Posted 15 January 2017 - 07:08 AM

View PostPeiper, on 14 January 2017 - 09:50 PM, said:


You fear because you have lack of information? We're talking theory here with what information we have on hand. Without the devs input in this discussion, we have to assume things. If we don't, we can't carry on the discussion.

The safety net is that it is something that logically/ideally can be overlaid over the existing game without changing the game code itself. Like a module that fits on top of the mechlab that calculates battle value. I guess the code that would have to be altered is the part that tells the computer to check mech battle value instead of tonnage, then add that to the PSR to make the total battle value of that player. So, if it doesn't work, you just remove the module.

As far as pitfalls and drawbacks, I'm willing to acknowledge them, but of course, I'm here arguing a case, and will present the positive side. Sure, there may be abuses to the system, but that's why we have a think tank. We have to take into account that some mechs have better torso twist ranges, different hard point locations, etc... And so, each chassis would have a value in itself, taking into account quirks too. The hardest part of this system is creating the values, and the reason for the think tank is that one person will not see every side of it. So, ideally, any negatives would be taken into account by having more than one person working on it.

True, equal balance is a myth because of all human factors and because all mechs are not created equal. BUT, balance IS a goal. This is a step in that goal, while taking into account the fact that all mechs are not created equal. Tonnage is a poor indicator. Battle value is a much better indicator. Do you disagree?

And some will cry, some will always cry, I agree. Which is why I try to ignore them when working toward improvement and perfection.


*IF IMPLEMENTED CORRECTLY* yes, BV *could* be better. My point is that once you start valuing a mech beyond its weight, the onus shifts more and more to the pilot to "live up" to their BV.

Basically MM could build teams where a bunch of potatoes with high BV get lumped with average players with poor/avg BV. The net effect is most likely a poor experience.

Trial mechs for new players. What kind of BV should they have?

Weight/class isn't always optimal, but its comprehensible and transparent.


So I am not against BV, I am wary of magic bullets with no presentation of pros/cons, recognition of cause/effect nor discussion of impact on user base as a whole.

In one of your first posts you expressed that you had personal reasons for wanting BV. Atlas =/= Kodiak right? People will see that and consider you are looking for changes that will improve your experience, benefits for others would be secondary. We've gone back and forth a bit and I can see you aren't trolling and you are a probably very reasonable person. So all I am asking is to present an idea reasonably.

Anyone can say "PGI should do this because I am right". Show me a thoughtful implentation of BV that would work not just for tryhards, or noobs, or potatoes, or some othe niche. Make it have considerations for most/all players, acknowledge what would need to change in order for it to work. Acknowledge it may not be trivial and realize it may be implausible.

Show us more than just "PGI should do BV!" And you'll get a heck of a lot more traction.

Here are some other ideas to get the ball rolling:
Min/max allowable BV per class/chassis? Bv range by tier? (Prevent hypothetically less experience pilots for cheewng up BV)


Also, I'll say it since no one else has: lots of players have no idea what BV is. I have actually never played TT with BV. So also consider that the concept may be somewhat foreign to other pilots and to implement adds another potentially complicated facet to an already dense learning curve.

#232 Bogus

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Posted 15 January 2017 - 07:27 AM

BV sounds like a really good idea. It also sounds like something that would introduce a whole new class of cheese builds once everyone figures out how to minmax it.

#233 Uncle Totty

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Posted 15 January 2017 - 07:43 AM

View PostMovinTarget, on 15 January 2017 - 07:08 AM, said:

*IF IMPLEMENTED CORRECTLY* yes, BV *could* be better. My point is that once you start valuing a mech beyond its weight, the onus shifts more and more to the pilot to "live up" to their BV.

Basically MM could build teams where a bunch of potatoes with high BV get lumped with average players with poor/avg BV. The net effect is most likely a poor experience.

Trial mechs for new players. What kind of BV should they have?

Weight/class isn't always optimal, but its comprehensible and transparent.


So I am not against BV, I am wary of magic bullets with no presentation of pros/cons, recognition of cause/effect nor discussion of impact on user base as a whole.

In one of your first posts you expressed that you had personal reasons for wanting BV. Atlas =/= Kodiak right? People will see that and consider you are looking for changes that will improve your experience, benefits for others would be secondary. We've gone back and forth a bit and I can see you aren't trolling and you are a probably very reasonable person. So all I am asking is to present an idea reasonably.

Anyone can say "PGI should do this because I am right". Show me a thoughtful implentation of BV that would work not just for tryhards, or noobs, or potatoes, or some othe niche. Make it have considerations for most/all players, acknowledge what would need to change in order for it to work. Acknowledge it may not be trivial and realize it may be implausible.

Show us more than just "PGI should do BV!" And you'll get a heck of a lot more traction.

Here are some other ideas to get the ball rolling:
Min/max allowable BV per class/chassis? Bv range by tier? (Prevent hypothetically less experience pilots for cheewng up BV)


Also, I'll say it since no one else has: lots of players have no idea what BV is. I have actually never played TT with BV. So also consider that the concept may be somewhat foreign to other pilots and to implement adds another potentially complicated facet to an already dense learning curve.

When restricted to 65 tons, what Clan mech are you more likely to bring? Ebon Jag or Linbacker and Why?

Edited by Uncle Totty, 15 January 2017 - 07:44 AM.


#234 Draglock

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Posted 15 January 2017 - 07:46 AM

Light Engines, Armor types, L-ams, Light Tags and iNarc. maybe nice to see as well.

#235 MovinTarget

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Posted 15 January 2017 - 07:50 AM

View PostBogus, on 15 January 2017 - 07:27 AM, said:

BV sounds like a really good idea. It also sounds like something that would introduce a whole new class of cheese builds once everyone figures out how to minmax it.


That's kind of my point. If someone can argue an implentation that solves a tangible, quantifiable problem without introducing equivalent issues or worse, I am all for it. We learned with Energy Draw that concept and application can be very different and may not offer the benefits that were touted.

So lets see the ideal conceptual layout for BV in MWO, maybe they put it on the pts... and then we beat the tar out of it.

View PostUncle Totty, on 15 January 2017 - 07:43 AM, said:

When restricted to 65 tons, what Clan mech are you more likely to bring? Ebon Jag or Linbacker and Why?


Thats easy.







Hellbringer! ;)

Seriously, it would depend on my goal. Quick strikes, linebacker all the way. Otherwise prolly ebj

#236 Kael Posavatz

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Posted 15 January 2017 - 08:40 AM

View PostKoniving, on 15 January 2017 - 01:59 AM, said:

I wonder what it would take to convert MWO onto the Unreal engine....considering they are making MWO's single player component aka MW5 onto the Unreal Engine and it already looks better than MWO.


A lot. My understanding is that since Unreal is in a completely different family of game engines than Crysis, porting MWO over to it would essentially require a complete rewrite of the game. Going to a newer Crysis (such as Lumberyard which is what Star Citizen) is doing may be more practical, but I don't know if it would be practical enough to make it possible/worthwhile to do

#237 MovinTarget

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Posted 15 January 2017 - 08:55 AM

View PostKael Posavatz, on 15 January 2017 - 08:40 AM, said:


A lot. My understanding is that since Unreal is in a completely different family of game engines than Crysis, porting MWO over to it would essentially require a complete rewrite of the game. Going to a newer Crysis (such as Lumberyard which is what Star Citizen) is doing may be more practical, but I don't know if it would be practical enough to make it possible/worthwhile to do


I think the real question is how much of MW5 can be reused to make "MWO 2.0" because rebuild from scratch would certainly unlikely.

#238 Arkhangel

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Posted 15 January 2017 - 10:52 AM

View PostMovinTarget, on 15 January 2017 - 08:55 AM, said:

I think the real question is how much of MW5 can be reused to make "MWO 2.0" because rebuild from scratch would certainly unlikely.

from what i've heard, transferring from CryEngine to UE4 would be relatively simple. and yes, i've read the "the engine isn't holding it back" crap. please bear in mind it took the Star Citizen guys how many years, and the cash of a ton of gullible people who didn't even get to see a playable game until like.. what... maybe two months ago?...and Mass Effect: Andromeda uses UE4, has been in development a hell of a lot shorter of a time, looks better, and has like a third of the budget. UE4 looks better and is CHEAPER to look better. that's not really a shining example of "keep using CryEngine!"

#239 Aramuside

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Posted 15 January 2017 - 11:16 AM

View PostArkhangel, on 15 January 2017 - 10:52 AM, said:

from what i've heard, transferring from CryEngine to UE4 would be relatively simple. and yes, i've read the "the engine isn't holding it back" crap. please bear in mind it took the Star Citizen guys how many years, and the cash of a ton of gullible people who didn't even get to see a playable game until like.. what... maybe two months ago?...and Mass Effect: Andromeda uses UE4, has been in development a hell of a lot shorter of a time, looks better, and has like a third of the budget. UE4 looks better and is CHEAPER to look better. that's not really a shining example of "keep using CryEngine!"


Sorry did you essentially just try to argue that Bioware are a small company without a lot of developers with god knows how much experience and resources?

Edit: BTW where is this figure you're alluding to as to the cost of the Mass Effect Andromeda development as I've not seen anything at all on that. Coincidentally Andromeda has been in development for 5 years now despite just using a base engine as they apparently subbed the dlc for 3 out to other companies.

Edited by Aramuside, 15 January 2017 - 11:19 AM.


#240 0Carbon0

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Posted 15 January 2017 - 11:55 AM

Hey guys,
What kind of roadmap can we expect for PGI to take a dump on MWO and shift everything to MW5? Just wondering if there are any plans to improve the gameplay, or will you just be pumping out more money-gra... err mech packs right up until MW5? Nice to see our mechpack purchases going towards MW5 development! Any plans to offer MWO whales a free copy of MW5 for keeping the lights on? lol

Patiently awaiting your response





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