Boring Balance Or The Un-Funning Of Mechwarrior Online
#101
Posted 28 January 2018 - 12:42 AM
#102
Posted 28 January 2018 - 01:19 AM
#103
Posted 28 January 2018 - 01:25 AM
#104
Posted 28 January 2018 - 01:35 AM
Mech The Dane, on 26 January 2018 - 05:58 PM, said:
Rescale, Skill-Tree, Engine Desync, Wide-scale weapon nerfs all come together to ruin as many play-styles as possible and force us to live in a clan laservomit hellscape.
Or, more likely, force all your friends to play different games.
THIS MUST STOP
Make MWO Fun again!
Reddit Discussion Link
I hear you. ****, I hear you.
You guys keep nerfing and nerfing and nerfing.
Why??????????
I dont understand.
You kill the game, devs. You kill it.
#105
Posted 28 January 2018 - 03:02 AM
Sigmar Sich, on 28 January 2018 - 01:19 AM, said:
Aaaaannnd...
"Sidetrack Nick" totally misses the point of what is trying to be achieved.
This is absolutely part of the problem. It's been 5 years, it'll never happen - lets just get the game back to a "fun" state to place and let some niches exist.
#106
Posted 28 January 2018 - 03:11 AM
Sigmar Sich, on 28 January 2018 - 01:19 AM, said:
Really curious what's gonna happen. I'm amazed Russ aknowledged the video in the first place, which is a huge step forward in and off itself, I think. Not that I wanna get my hopes up, but if it made them sit down, think and talk things through, that might be worth a lot.
#107
Posted 28 January 2018 - 03:23 AM
Luminis, on 28 January 2018 - 03:11 AM, said:
Well given people tried with "Faction Play" round tables - I don't have my hopes up massively either, at this point.
Part of the issue there however was, IMO, the wrong people and ideas were being presented (in some instances). But then some of the stuff that was good took over 9 months to eventuate, stuff like that is just too long.
Edited by justcallme A S H, 28 January 2018 - 03:24 AM.
#108
Posted 28 January 2018 - 03:42 AM
The engine desyncs would work just fine if they didn't totally bungle the skill system, it actually makes the gameplay feel like it has weight instead of being MwArcade.
I didn't really follow the rescales that much because it just didn't seem important, although its pretty silly that during the process they managed to screw up the Jester's camo which for some reason couldn't be rescaled just like the rest of the mech.
The weapons across the board did and do need to be reigned in to keep the game from continuing its path towards being a generic arena shooter. IMO they haven't done nearly enough in this department for most of the weapons systems, including breaking from the canon in the case of things like lasers to force diverse builds.
Lastly the "winning is the only fun" players haven't done much good for the game either with their insistence that other people run exactly what they want them to run and exploiting bad game mode design (fp) to ruin the game experience for other players. So its not entirely on PGI's hands that players don't stick around.
#109
Posted 28 January 2018 - 04:24 AM
Sigmar Sich, on 28 January 2018 - 01:19 AM, said:
Hope?
or more false hope?
I fear that the discussion he has with Chris is going to be more along the lines of:
Russ: "Hey did you see that video?"
Chris: "Yeah"
Russ: What did you think?
Chris: "Well, I think he raised some good points about rescale and engine desync and even the skills tree causing some problems. But like I said to RJbass, repeatedly, those aren't my areas...as you know. It's too bad really. If they were, I could balance those aspects just as well as my spreadsheets have balanced everything else. And we both know how close everything is right now. The data doesn't lie, remember?
Russ: "hmmm..." (thinks: Math. Hard. My Idea to put Chris in Charge. Trust Chris)
Chris: "So, giving me a promotion so I can "fix" this stuff too?"
Russ: "Sure looks like it! Good luck in the new role"
Chris: "Great, I'll get to work right away. I've already got some data. Looks Like the Warhammer needs to be a lot wider and the Kodiak needs to be at least 20% less agile as it still outperforms the other 100 tonners according to the metrics. Oh, do I thank you or Dane for this opportunity!...ha, ha, ha!"
It seems to me that the above is a hell of a lot more likely, given the history, than them sitting down, putting their heads in their hands and having some moment of clarity that they really have made the game worse and then actually doing remodeling to address rescale, a rework on agility, redoing or rescinding the skills tree, or even fixing any of the various other issues Dane mentioned about weapons balance and the lack of fun all this stuff has resulted in. I'd love to be wrong.
Edited by Bud Crue, 28 January 2018 - 04:25 AM.
#110
Posted 28 January 2018 - 04:25 AM
ROSS-128, on 27 January 2018 - 06:20 PM, said:
Viridian Bog: my team somehow always ends up clustered behind a single piece of cover and surrounded, despite the abundance of other pieces of cover. Map is too cluttered, constantly running into things that are off-screen and having shots blocked by ghost hitboxes.
Polar: map is way too wide open, team always ends up scattered even when told to move as a group, and once the enemy decides to focus you there's nothing you can do about it, because you don't have enough teammates nearby to deter pursuit and the next piece of cover is 600m away.
Well, your descriptions just goes to show that the so-called "problems" are much more people-related than actually map-related. Thus, the maps themselves are fine.
#111
Posted 28 January 2018 - 04:32 AM
Mystere, on 28 January 2018 - 04:25 AM, said:
TBF, ghost hitboxes are real nuisances, and they are in every single map. Some of them are so bad that you can't help but wonder why have they released them as is, or why haven't they fixed such glaring flaws.
#112
Posted 28 January 2018 - 04:41 AM
What makes it even worse, is the fact that of those I even bothered to skill up, not even one of them would benefit from putting any points into the movement tree. This now makes even the skilled mechs so sluggish and without "flow", it just takes the fun out of it.
#113
Posted 28 January 2018 - 04:48 AM
Anjian, on 27 January 2018 - 09:30 PM, said:
Oh, look! It's a Mech game playable in 3PV with hill-peaking, long TTK and vision-impairing environmental effects.
And people here kept insisting for years that no one would want to play such a very boring Mech game format.
#114
Posted 28 January 2018 - 04:51 AM
Luminis, on 28 January 2018 - 03:11 AM, said:
The reaction is called "crowd control". I expect nothing substantial to really happen.
#115
Posted 28 January 2018 - 04:56 AM
El Bandito, on 28 January 2018 - 04:32 AM, said:
Oh, no one disputes that. Those are things that really need to be fixed.
However, my original premise still holds.
Edited by Mystere, 28 January 2018 - 04:57 AM.
#116
Posted 28 January 2018 - 05:04 AM
#117
Posted 28 January 2018 - 05:07 AM
I want to have hope, but I know that the attention is always on the money and the money is in MWO5, not here...
However, great video again and I am still singing the intro...
#120
Posted 28 January 2018 - 05:29 AM
Result= clan heat dispension nerf hit all the chassis which already have been underperfoming
i've thrown all mechs and builds revolving arround dual ppc into the trashbin (where my gauss+ppc carriers are)
My MAD-2 laserboat still pulls 1k a match easily.
I've been through many nerfs buffs and balance changes but this insignificant looking change severely gimped nearly half of my clan builds especially those who had been on the hot side anyways.
Gameplay from what i have seen has shifted even more into peek-a-boo playstyle abd even harder meta.
I am not happy about the direction this is going tbh.
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