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Hire The Mwll Guys..please


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#21 BLOOD WOLF

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Posted 29 March 2017 - 03:59 PM

View PostCarl Vickers, on 29 March 2017 - 03:58 PM, said:


Lol, this thread is going to Ktown, how was the last month for you? Seemed a bit quiet.

I tend not to participate too often. Spend to much of my time in threads like these. I was also quiet this month as well, not many threads worth being in.

Edited by BLOOD WOLF, 29 March 2017 - 04:01 PM.


#22 Bishop Steiner

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Posted 29 March 2017 - 03:59 PM

Have they managed to keep more than 4-5 people on at any given time, yet?

#23 Carl Vickers

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Posted 29 March 2017 - 04:01 PM

Thats your choice, my choice was to post a meme as this thread is really going places.

#24 BLOOD WOLF

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Posted 29 March 2017 - 04:01 PM

View PostBishop Steiner, on 29 March 2017 - 03:59 PM, said:

Have they managed to keep more than 4-5 people on at any given time, yet?

Such a great game, with lower pop levels than MWO. I wonder why?

In all seriousness it is a great mod, but I get a different feel when I play MWO. I also enjoy MWO more. No reason why people can't like both games.

Edited by BLOOD WOLF, 29 March 2017 - 04:02 PM.


#25 Mcgral18

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Posted 29 March 2017 - 04:04 PM

View PostBLOOD WOLF, on 29 March 2017 - 03:56 PM, said:

main point is, hiring the MWLL guys most likely wouldn't make much difference.


Because micromanagement from the top prevents much headway, from what we can tell

#26 BLOOD WOLF

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Posted 29 March 2017 - 04:06 PM

View PostMcgral18, on 29 March 2017 - 04:04 PM, said:


Because micromanagement from the top prevents much headway, from what we can tell

This is why people have to understand designing something. PGI's problem is not the pace. It's that what they were making or trying to make had to many problems, for whatever reason. they were inexperienced(not like they are now). they didn't build a great foundation and had to take too much or extra time to go back and either fix or recreate the original idea.

For instance, deciding that FW should be seperate from QP; takes up dev time.

any decision they made, or anything they had to fix and worse redo was wasted time. Maybe they were riddled with coding errors, who knows. All mistakes are wasted development time. Which they dropped the ball early on. We would probably be a year ahead of where we are now(in theory), had they had better structure from the beginning.

your are correct. Had they a jordan weisnman or a mitch as the heads to guide, then the process would have went smoother

Edited by BLOOD WOLF, 29 March 2017 - 04:11 PM.


#27 Lazor Sharp

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Posted 29 March 2017 - 04:08 PM

While I have never played MWLL, I have watched a few videos that seam pretty good.... So if it is so much better than MWO in Content, than I wander if Russ et. al. has ever played MWLL...? And if not, I double Dare Russ et. al. to play it for a few days over the course of a few weeks, just to SEE all the Content they need to add to this game to make it great.....Posted Image

#28 MechaBattler

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Posted 29 March 2017 - 04:10 PM

View PostQuinn Allard, on 29 March 2017 - 03:20 PM, said:



Hard to give up on something I've invested almost $1000 in. I've invested $0 in MW:LL so it's easy to get off that.


Why would you spend $1000 on the game if it wasn't what you wanted? I know they promised stuff. But you just don't give them money until they give you the thing you want.

#29 RedDragon

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Posted 29 March 2017 - 04:16 PM

View PostBLOOD WOLF, on 29 March 2017 - 03:51 PM, said:

Except your gross exaggeration is nowhere near accurate.

yes there was a delay but it was about a year or so. having a business isn't the same as managing a dev studio. If you are developing something their is no guarantee that it will be ready at any specific date. All anyone can do is give estimates.

Look at my sig. That is an actual quote from Bryan. And if you've been here so long, you know that CW Beta launched in December 2014 (and we all know how great and polished it was back then - or is today, for that matter). Just to get the facts straight.

#30 Andi Nagasia

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Posted 29 March 2017 - 04:17 PM

you do realize MWO and MWLL are worlds apart right?

MWO is an Arena-ish Style Shooter that has Simulation Elements,
no respawns, 4Game Modes(soon to be 5), 14QuickPlay/GroupPlay Maps, 6FactionPlay Maps,
Full MechLab(MechFactory) over 76Unique Mech Chassis, each with at least 3 Variants,

MWLL is a Combined Arms FPS, with Respawns and a Ticket Attrition system, based off Crysis3,
it has 2Game Modes(TSA&TC), 13Official Maps(4TSA / 4TC / 4Shared between all Modes)
no MechLab, 32Mech Chassis, 13Tank Chassis, 2VTOL Chassis, 5Aerospace Chassis,

other than that MWLL Breaks so Much in the way of Lore it isnt even funny,
much worse than MWO has done or could ever do, if they perilously tried to do,
-
BattleArmor AC2 has just slightly less Damage/Sec than an AC20,
BattleArmors being able to jump in and out of mechs cockpits(Full BattleArmors)
also their Mechs dont seem to follow any kind of stated Construction Rules for Consistancy,
(Example, ShadowCat-C, 1Gauss(3Ammo), 1ERPPC, MASC, +6JJ, +1TonFree(SHC has 30FreeTons?)

#31 BLOOD WOLF

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Posted 29 March 2017 - 04:19 PM

View PostRedDragon, on 29 March 2017 - 04:16 PM, said:

Look at my sig. That is an actual quote from Bryan. And if you've been here so long, you know that CW Beta launched in December 2014

that has nothing to do with anything I just said, and I am not repeating myself.

I can say that if they don't give a date, then technically they can just go on developing forever without releasing anything. Of course you don't believe that. Also its irrelevant because FW has been out for awhile now. Tired arguments go the way of the graveyard

Edited by BLOOD WOLF, 29 March 2017 - 04:21 PM.


#32 Andi Nagasia

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Posted 29 March 2017 - 04:20 PM

View PostBishop Steiner, on 29 March 2017 - 03:59 PM, said:

Have they managed to keep more than 4-5 people on at any given time, yet?

Actually at the Time of this Post(just got on and Checked) it has 18People online, on all of the InterWebs,...

#33 BLOOD WOLF

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Posted 29 March 2017 - 04:21 PM

View PostAndi Nagasia, on 29 March 2017 - 04:20 PM, said:

Actually at the Time of this Post(just got on and Checked) it has 18People online, on all of the InterWebs,...

That's not bad. Mainly N.A?

Edited by BLOOD WOLF, 29 March 2017 - 04:22 PM.


#34 RedDragon

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Posted 29 March 2017 - 04:23 PM

View PostBLOOD WOLF, on 29 March 2017 - 04:19 PM, said:

that has nothing to do with anything I just said, and I am not repeating myself

You said it was a year or so. It was two years, and that just to get the Beta going. And that doesn't even take into account that there obviously wasn't any work done on CW prior to July 2012.

#35 BLOOD WOLF

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Posted 29 March 2017 - 04:26 PM

View PostRedDragon, on 29 March 2017 - 04:23 PM, said:

account that there obviously wasn't any work done on CW prior to July 2012.

You don't have any evidence for that, please present some; Even so all that is still irrelevant. Why would I or anybody care about what happened to FW in 2013.

While you hold some grudge, and besides a few of you guys, everyone else got past that.

Edited by BLOOD WOLF, 29 March 2017 - 04:30 PM.


#36 RedDragon

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Posted 29 March 2017 - 04:32 PM

View PostBLOOD WOLF, on 29 March 2017 - 04:26 PM, said:

You don't have any evidence for that, please present some. All that is still irrelevant. Why would I or anybody care about what happened to FW in 2013.

While you hold some grudge, besides a few of you guys, everyone else got past that.

When Bryan says production begins soon, that should tell us that there wasn't any before that point. And since it took another two years, that's most likely. But yes, it's an educated guess.

And your "get over it" card get's old. You made a false claim, I presented the facts, that's it. Closed Beta started in May 2012, CW launched December 2014, that's 2.5 years, not "one or so".

#37 FalconerGray

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Posted 29 March 2017 - 04:57 PM

I greatly prefer MWLL in terms of it's gameplay, content, style, direction and Battletech / Mechwarrior "feel". I think it's a far more reliably enjoyable game form that perspective....but it's nature as a mod, sometimes clunky systems, poor servers / lag and occasional bugs definitely hurt it when compared to MWO, which is a reliable "pick up and play" experience for me.

So with that in mind and acknowledging overall that I think the style and feel of MWLL is far more enjoyable for my tastes compared to MWO, the following post is absolutely 100% correct:

View PostBLOOD WOLF, on 29 March 2017 - 04:06 PM, said:

This is why people have to understand designing something. PGI's problem is not the pace. It's that what they were making or trying to make had to many problems, for whatever reason. they were inexperienced(not like they are now). they didn't build a great foundation and had to take too much or extra time to go back and either fix or recreate the original idea.

For instance, deciding that FW should be seperate from QP; takes up dev time.

any decision they made, or anything they had to fix and worse redo was wasted time. Maybe they were riddled with coding errors, who knows. All mistakes are wasted development time. Which they dropped the ball early on. We would probably be a year ahead of where we are now(in theory), had they had better structure from the beginning.

your are correct. Had they a jordan weisnman or a mitch as the heads to guide, then the process would have went smoother


We've got what we've got. PGI made pleeenty of mistakes and/or poor choices, but we can't go back and change that. Bringing MWLL people on board won't magically "fix" the game, nor would decided overnight to follow in the footsteps of MWLL in terms of design and style.

I'm as disappointed as OP, but don't see a magic fix here unfortunately...

#38 Bishop Steiner

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Posted 29 March 2017 - 05:09 PM

View PostPromessa, on 29 March 2017 - 04:38 PM, said:

I didn't really enjoy playing mwll because:
  • the controls and the way mechs handle don't feel great, especially with aerospace
  • tanks are for stepping on, not meant to be near impossible to kill with turrets that still work after they're destroyed
  • battle armor doesn't fit in a cockpit
  • Mechwarrior games should have a mechlab/the builds you get to choose from suck
  • Game modes are boring and drag on (people complain about lack of startegy in this game but that game is all about spawn- rush - die - respawn from what I've played, unlimited respawns make people play stupid)
Nah, mwo just plays way better imo. I like having access to different weapons in LL, but most all of those are coming in the summer.


agree with all but the point about tanks

#39 MechaBattler

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Posted 29 March 2017 - 05:25 PM

View PostPromessa, on 29 March 2017 - 04:38 PM, said:

I didn't really enjoy playing mwll because:
  • the controls and the way mechs handle don't feel great, especially with aerospace
  • tanks are for stepping on, not meant to be near impossible to kill with turrets that still work after they're destroyed
  • battle armor doesn't fit in a cockpit
  • Mechwarrior games should have a mechlab/the builds you get to choose from suck
  • Game modes are boring and drag on (people complain about lack of startegy in this game but that game is all about spawn- rush - die - respawn from what I've played, unlimited respawns make people play stupid)
Nah, mwo just plays way better imo. I like having access to different weapons in LL, but most all of those are coming in the summer.



I actually quite like the way they did vehicles. Hovercraft are fast and maneuverable, but hard to master the controls. Tracked vehicles have trouble over rough terrain and often can't pass certain areas. Where as the mechs are easier to use and don't struggle as much on terrain.

But I agree about the respawns creating this rush and die mentality. That's why I don't want it in MWO.

#40 Athom83

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Posted 29 March 2017 - 05:27 PM

No one has compared the two yet, so...

What MW:LL has over MW:O;
Later era mechs.
Vehicles other than mechs + Elementals.
Lots of player created maps.
Server/match selection.
Radar system.
Free colors/camo.

What MW:O has over MW:LL;
HD models.
More mechs.
Cockpits.
HD maps.
Game modes.
Mech customization.
A playerbase.
Performs reasonably well.
A multiplayer "grand campaign".
Progression.
Content updates.



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