What Is Most Important Correction For Mwo?
#1
Posted 16 February 2017 - 05:32 PM
#2
Posted 16 February 2017 - 06:14 PM
Marketing this product with vision and consistency to that vision in order to attract new players is a start, but
No point in doing that unless you have a great NPE to get the folks responding to that vision to invest time/$, but
No point in working on NPE if constant beta with no actual communication as to the reasons for that constant change are used to placate the new users as to why their content was just nerfed or otherwise changed without explanation.
But all of those things need to be done imho. Vision, market to that vision, improve the NPE, and fix balance/and or communicate with the customers in order to show that they are valued. Just like every other successful product on earth.
But PGI knows best so who cares?
#3
Posted 16 February 2017 - 06:29 PM
This would show the mechs scale and allow the pilot out of the cockpit, both excellent additions. This would also technically add the warrior to MechWarrior Online.
#4
Posted 16 February 2017 - 06:53 PM
However, in MWO, after a mech is leveled up and you no longer need Cbills there are no rewards for play.
Edited by Coolant, 16 February 2017 - 06:53 PM.
#5
Posted 17 February 2017 - 12:17 AM
#6
Posted 17 February 2017 - 01:30 AM
Maps need to be specialised for each game mode and for FW.
That'd go a long way.
#7
Posted 17 February 2017 - 01:57 AM
Over all though i like the direction.. IMO best balanced and least exploitable Mech game to date.. It certainly is fun to actually be able to play a raven and have a chance against a dashi unlike previous versions.
But yea... lots more maps, and like the other poster said, Maps that are made with specific game modes in mind. I don't think all maps need every mode.. though now with more modes, maps could be designed to use different parts of the maps for the different modes, getting more use and variation out of a single map..
Make a river along one side for an escort, a valley in another quadrant for dom.. an area with a base for assault.. conquest could cover all the areas.. But maps have gotten better, and the new modes are nice, but seeing only a few maps have come out with all these new modes, i think it might take a bit to get the groove. defiantly better off than a couple years ago..
#8
Posted 17 February 2017 - 02:19 AM
#9
Posted 17 February 2017 - 02:22 AM
#10
Posted 17 February 2017 - 02:30 AM
#11
Posted 17 February 2017 - 02:42 AM
And I don't mean that in a condescending way.
As for something more tangible; large maps and meaningful faction warfare.
#12
Posted 17 February 2017 - 02:52 AM
#13
Posted 17 February 2017 - 03:23 AM
Make the maps much bigger. Improve freedom to move. Remove as many bottlenecks as necessary. Make the maps huge and circular, like Polar Highlands. Create random spawn positions. Sick of fighting near platform on Crimson Strait, almost every time.
#14
Posted 17 February 2017 - 04:03 AM
Serious answer : There are way to many things to correct. Things that are equally as important.
But if you put lil' thought into it I could place my bets on :
Get better balancing/game designer team that actually gives a f@#k,
doesn't use dartboard for balancing,
has the skill to do what is necessary,
plays the game on daily basis (first hand knowledge about the game you are working on son!),
is not afraid to experiment,
has big hairy manly balls to be able to say "no Russ, it's a terrible idea, we're not doing it this way".
being a fan of Battletech/mecha combat is a mandatory requirement,
P.S (gender is not the topic of this discussion, irrelevant. Skill, intelligence, wisdom and knowledge is very much relevant/important/mandatory)
Edited by lazytopaz, 17 February 2017 - 04:04 AM.
#15
Posted 17 February 2017 - 06:46 AM
Playerbases answer: A new developer.
My answer: Gimme that battletech beta already...
#16
Posted 17 February 2017 - 06:53 AM
Jokes aside, Bud Crue pretty much said it all
#17
Posted 17 February 2017 - 07:30 AM
kesmai, on 17 February 2017 - 06:46 AM, said:
Playerbases answer: A new developer.
My answer: Gimme that battletech beta already...
I'm counting down the days to March 15. You and me both.
To answer the OP's question.
Ideally if they delivered ALL that they'd promised in that initial presentation in a mostly working, relatively bug free, right now, then there would be some restored measure of faith. Even then I'd like a roadmap and estimates on future content (not just mechpacks) that are delivered on reasonable time and in reasonable working order.
Sadly its impossible.
Thank god PGI doesn't design and build anything for NASA or the aerospace industry, yet alone buildings.
Now I'm just disgusted.
Another answer would be a complete change of senior staff. Thank god PGI isn't a publicly traded company, as a stakeholder after 4 years of not delivering on his promises I and I dare say many other stakeholders would have had him step down right after CW/FP let alone before or after mechcon.
Either way its moot. Taking in retrospect the evolution of this game. Its not going to go anywhere significant any time soon.
Edited by rolly, 17 February 2017 - 07:39 AM.
#18
Posted 17 February 2017 - 07:37 AM
#19
Posted 17 February 2017 - 07:57 AM
Snazzy Dragon, on 17 February 2017 - 07:37 AM, said:
Hear hear. (Btw Snazzy are you playing MW:LL? The Blood Asps in it are bloody awesome)'
Speaking of which, if you watch the HBS podcasts in comparison to the "round table" we have here, its night and day. This is a defining example of a Dev that understands the IP and one that doesn't.
Edited by rolly, 17 February 2017 - 08:17 AM.
#20
Posted 17 February 2017 - 08:03 AM
How to fix it: matchmaker which tries to match group sizes.
Most important "big thing" to fix: making FP deeper and meaningful, by adding logistics and an economy.
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