

Mwo/mwll
#21
Posted 24 January 2017 - 12:35 PM
MWO doesn't need to try to do the same thing MWLL is doing just as much as MWLL doesn't need to try to do the same thing as MWO, each can be appreciated for the experience they bring.
#22
Posted 24 January 2017 - 12:57 PM
#23
Posted 24 January 2017 - 01:15 PM
Grinding in game to get a mech- bad
It's like how MOBAs are a downgrade to MMOs and RTS games
#24
Posted 24 January 2017 - 01:17 PM
Snowbluff, on 24 January 2017 - 01:15 PM, said:
Grinding in game to get a mech- bad
It's like how MOBAs are a downgrade to MMOs and RTS games
thats why there are these things called OPTIONS in game that you can dictate on the server if the grind is real or not.
#25
Posted 24 January 2017 - 01:24 PM
Also friends, the Warhammer/Catapult prime are death traps... don't buy them (they feed enemy cbills because heavies give a bonus when you kill them, and they are very underwhelming robots overall).
#26
Posted 24 January 2017 - 03:08 PM
Off Topic Discussions[/mod]
#27
Posted 24 January 2017 - 04:01 PM
Mole, on 24 January 2017 - 12:14 PM, said:
Heffay, on 24 January 2017 - 12:20 PM, said:
Nope. The lead developers of MWLL moved on to other projects. Nobody wanted to take it over, so it just vanished.
Both false.
There was no cease and desist or copyright infringing etc. This is evidenced in the fact it's still up and running and nothing was shut down.
The founders, Sean and Dan, had moved onto other projects years prior to MWLL stopping development. The project leads were still active and there was tons of features we had to cut to get the last patch out. T
The reason why there was a last patch from the official team and it just didn't carry on for at least a few more big patches, was because Russ said that it fractured the playerbase and was signalling for it to scale back. He gave list of features we were not allowed to pursue, like players persistance, mechlab, a list of mechs etc, obviously we complied with that, but also the founders decided ask for the team to stop deving because of being crytek employees and how Russ thought of MWLL as a competitng product. So we decided the last patch would be 0.7 and not 1.0 as it was left unfinished.
Make no mistake the battle armour revamp that was coming on well was going to be dope too and deving was going well even at the crutch patch at the end.
Sadly as with any crunch it needed patching after release, but the swampy cragmire of all the PGI involvement muddled things.
#28
Posted 24 January 2017 - 04:15 PM
meteorol, on 24 January 2017 - 09:30 AM, said:
There is a very vocal part of MWOs community that hates respawns for whatever reason. You won't be able to mimic MW:LLs gameplay without breaking the "no respawns" rule grognards put up for MWO.
So, enjoy your TDM.
um Faction play has respawns...
just thought i'd drop that nugget of knowledge on ya.
#29
Posted 24 January 2017 - 05:10 PM
Ghogiel, on 24 January 2017 - 04:01 PM, said:
There was no cease and desist or copyright infringing etc. This is evidenced in the fact it's still up and running and nothing was shut down.
The founders, Sean and Dan, had moved onto other projects years prior to MWLL stopping development. The project leads were still active and there was tons of features we had to cut to get the last patch out. T
The reason why there was a last patch from the official team and it just didn't carry on for at least a few more big patches, was because Russ said that it fractured the playerbase and was signalling for it to scale back. He gave list of features we were not allowed to pursue, like players persistance, mechlab, a list of mechs etc, obviously we complied with that, but also the founders decided ask for the team to stop deving because of being crytek employees and how Russ thought of MWLL as a competitng product. So we decided the last patch would be 0.7 and not 1.0 as it was left unfinished.
Make no mistake the battle armour revamp that was coming on well was going to be dope too and deving was going well even at the crutch patch at the end.
Sadly as with any crunch it needed patching after release, but the swampy cragmire of all the PGI involvement muddled things.
eh i dont get it? we are on 8.2 now with more content coming.
Revis Volek, on 24 January 2017 - 04:15 PM, said:
um Faction play has respawns...
just thought i'd drop that nugget of knowledge on ya.
cause charging through gates endlessly is fun
#30
Posted 24 January 2017 - 10:01 PM
Revis Volek, on 24 January 2017 - 04:15 PM, said:
um Faction play has respawns...
just thought i'd drop that nugget of knowledge on ya.
What it doesn't have is a noticable playerbase though, and invasion is pure, utter, dogsh*t.
If it wasn't for invasion gamemode being so terribly, terribly bad, and they included QP maps way earlier, CW would probably have a noticable playerbase. As of now, it's almost irrelevant to MWO as a whole.
Not going to lie though, playing conquest with 4 respawns makes the gamemode better than it ever has been. Too bad people don't want to wait for 20 minutes for a match that is going to be a brutal stomp either way in 8 of 10 cases.
So back to tdm it is.
Edited by meteorol, 24 January 2017 - 10:01 PM.
#31
Posted 27 January 2017 - 01:21 AM
Personally, I don't mind the respawn system at all in the game because it seems to fit the whole earn-you-way-to-better-gear gameplay. The fact that you can also employ different types of vehicles also seems to make the respawning system a reasonable gameplay mechanic.
But to top it all off, I really do find MWLL to be a more immersive experience. I actually do enjoy piloting the 'mechs because to me, they feel better. The controls are not all that much different from MWO, but it is more challenging navigating the 'mech through various terrain types, and it is more difficult to aim unless you release the arm lock. When you get hit by weapons, it actually feels like you are getting hit by weapons. When you fire your jump jets, you kind of do feel the jolt of your jets launching that heavy machine of yours into the air. Oh, and trees can hinder your progress, where they don't necessarily fall over like a paper doll in MWO. Add aircraft, infantry, and tanks into the picture and it really starts to feel like a battletech simulator.
Edited by Sylonce, 27 January 2017 - 01:21 AM.
#32
Posted 27 January 2017 - 01:31 AM
Respawns is one reason why I play War Thunder and War Robots. The lack of respawns has affected Armored Warfare for the same reasons people complain on MWO, and for that reason AW has instituted its Global Operations mode that includes respawns.
#33
Posted 27 January 2017 - 01:41 AM
Snowbluff, on 24 January 2017 - 01:15 PM, said:
Grinding in game to get a mech- bad
It's like how MOBAs are a downgrade to MMOs and RTS games
MOBAs are cleaning the clock of MMOs and RTS games. The great decline of MMOs from 2012 on can be attributed to MOBAs.
One influence MOBAs have on gaming is having the initial selection.
You are allowed to see what your team is bringing, so you can decide what to bring that can best support or works in synergy with your team. Doesn't work on MWO:FW, but certainly with WT, WWR, and Fractured Space.
Respawns have advantages especially if you have a pallet based system.
Respawns not only give you a second chance but the chance to bring in something that you may think works better with the map, with your team composition, and at that phase of the game. (WT, WWR, and MWO:FW).
Pallet based initial selection and respawn systems encourage players to develop skills on multiple vehicles and units, instead of spamming one type they think is best for them for all occasions and all maps.
No respawn ---
Play your most overpowered vehicle
Pallet selection and respawn ---
Light tank for scouting and cap domination
Tank destroyer for sniping on open terrain
Medium tank for close in urban fighting
Example of initial selection ---
Your team brings in mainline tanks and medium tank brawlers. You sense the lack of long range support. You bring in your long range tank destroyer.
Example of end phase selection ---
Time is running out. You need to cap and cap soon. Bring in your fastest tank.
Edited by Anjian, 27 January 2017 - 01:56 AM.
#34
Posted 27 January 2017 - 04:11 PM
Just a note here:
On one of the latest news/Dev talks from Star Citizen, where Sean Tracie is now employed (former Developer of MW:LL, former Guru of Crytech engine)
- He mentioned, after a question about mw:ll, that he would really like to further develop that Mod. Perhaps with the latest Engines, and make it a real stand alone game.
- Also that the current Star Citizen ground combat has nothing between armoured infantry that can combat ships and their weapons. He would like to build "Powered Armour" to somewhat defend/assault against Ships. Are we talking Battle Armour, Mech's?
(he has the background, knowledge, and tech skills to quite easily use that type of player operated armour.)
- They (Star Citizen) have changed there game Engine, shift from CryEngine to Amazon’s Lumberyard Engine. And appears to be a smooth change, with like for like parts changes.
Side note: Could we possibly see MWO also follow that path, as CryTech have left the Engine development field?
Just some thoughts,
9erRed
Edited by 9erRed, 27 January 2017 - 04:13 PM.
#35
Posted 29 January 2017 - 08:50 AM
Everything feels much more MW then MWO, combined arms (Mechs, tanks, Aerospace, hovercraft, Battle armour...), real battlefields, 50-250 mostly big maps (jungle, deserts, big cities and so on, all which feelin real, like a real metropolis), a lot of different mechs and all the Batlletech weaponry.
Terrain control capturing makes alot of sense, with repair and spawn bays, with electricity installments and so on.
You will have no waiting time, youll yust jumpin a battle and go if you have to, Youll normally also dont have to wait and watch.
A lot of friendly people out there givin you a hand. And btw i have rarely met any toxic people there.
It surely has some downsides, like havin some bugs, some stuck areas in some maps, and not everything is evenly balanced. And Mechs not looking as far good as on MWO (probably the only MWO thing which is unbeatable) And not yet you can do custom loadouts. But whom really would expect a perfect thingie (especially on non profit orga) ?
#36
Posted 01 February 2017 - 03:06 AM
9erRed, on 27 January 2017 - 04:11 PM, said:
Just a note here:
On one of the latest news/Dev talks from Star Citizen, where Sean Tracie is now employed (former Developer of MW:LL, former Guru of Crytech engine)
- He mentioned, after a question about mw:ll, that he would really like to further develop that Mod. Perhaps with the latest Engines, and make it a real stand alone game.
- Also that the current Star Citizen ground combat has nothing between armoured infantry that can combat ships and their weapons. He would like to build "Powered Armour" to somewhat defend/assault against Ships. Are we talking Battle Armour, Mech's?
(he has the background, knowledge, and tech skills to quite easily use that type of player operated armour.)
- They (Star Citizen) have changed there game Engine, shift from CryEngine to Amazon’s Lumberyard Engine. And appears to be a smooth change, with like for like parts changes.
Side note: Could we possibly see MWO also follow that path, as CryTech have left the Engine development field?
Just some thoughts,
9erRed
I can see MWO going with Lumberyard, considering it probably is the smoothest path available. But if they are already porting parts of MWO into the Unreal Engine via MW5, so much the better if they can go with UE.
Star Citizen in my opinion is trying to do too much, and they should listen to some KISS advice.
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