Boring Balance Or The Un-Funning Of Mechwarrior Online
#221
Posted 29 January 2018 - 08:36 AM
#222
Posted 29 January 2018 - 09:26 AM
I remember graduating college and rewarding myself with that sweet sweet $240 preorder pack and man, I think I use a total of 3 mechs from it now because a lot of them just are not viable anymore (and that's not just because I'm a Davion loyalist). Sure I can take some of the mechs into QP, but whoops, accidentally ran into one of the god tier meta builds.
Game modes like Incursion and Escort could be fun... if they actually put time and effort into that. It's not just about getting stomped by a top 8-12 man group.... It's just that the game modes are boring and not fun, but they have so much darn potential to be fun. When siege came out, it was a blast. The entire attack/defend concept and it works and it was something different from the standard 48 mech slaughter. It added new strats and builds into the mix for a while.
I just feel like there is so much they would need to go back and revisit and I doubt they will be willing to do so. If they give it a honest shot, I'll keep supporting them and they will see more money from me.
Honestly the ball is in their court and has been for a long time. If they want to let this game die, it's just a missed and wasted opportunity by them.
#223
Posted 29 January 2018 - 11:19 AM
#224
Posted 29 January 2018 - 12:22 PM
I actually prefer skills over perks, as it will give more diversity and is easier to expand on. The easiest solution for them would probably be to just revert the tree to a flat structure, like most other games that use skills. It will be a lot easier to navigate and understand than the current clutter that is the skill tree.
I would also rename the whole system from skills to quirks (or additional quirks if you will), because that is what it really is. A continuation of a system that is already in place for the mechs, but one the player can control. They can put hard caps on max allowed values on a mech by mech basis, or by weight classes. Armor/structure should reflect they way quirks are, and be actual values, not percentages. And there could be differences between the weight classes, like lights getting 1 armor per point, while assaults get something like 4 armor per point, etc.
Edited by Morte Nilsum, 29 January 2018 - 12:25 PM.
#225
Posted 29 January 2018 - 01:34 PM
I could also agree with sluggishness being the anti-fun factor, but I do not want heavies (maybe 60 tonners) and assaults to be more mobile. It's the mediums and (many) lights, that need to get faster and more nimble. Bigger ones - nope, with the exception of a few UP mechs that are unfortunate to have terrible hardpoints/geometry. More agility is a way of making those abominations excel at something and be fun to use.
Fortunately, in that second respect, the PGi slowly goes that way, speeding up underdogs like the Panther or Cicada. These got way more pleasant to drive lately, but it's still not enough. Hopefully, we'll see more buffs like that. Like one to the Vindicator. Why do Vindicators have to always suck?
Edited by Prof RJ Gumby, 29 January 2018 - 01:39 PM.
#226
Posted 29 January 2018 - 02:54 PM
The Panther basically has the same problem, but 10t lighter and has "ballistics based light" thrown in for good measure.
Barring some extreme uber quirks, for it to be fixed it would have to be attacked by a pack of engineers who tear it apart and reassemble it into something more efficient.
Though the Vindicator 1AA's 20% reduced PPC heat almost qualifies as an uber quirk. A pair of heavy PPCs is a little difficult to cram into a 45t mech though, a pair of standard PPCs with capacitors might work out better since it'll be four tons lighter. Capacitors would likely crater its short term DPS, but otherwise the reduced rate of fire probably wouldn't be too much of a problem since you'd be waiting for heat to dissipate anyway.
Panther pretty much needs RACs to somehow become good. Or Light ACs, those might help.
#227
Posted 29 January 2018 - 03:38 PM
Jiang Wei, on 29 January 2018 - 03:20 AM, said:
My Sincerest apologies, I did not mean to make you feel left out.
Jiang Wei, on 29 January 2018 - 03:20 AM, said:
Expect you seem to forget that PGI is a company, and a company's goal is to generate money. How many Piranhas have you see running around in games? Oh, sorry, with that sort of attitude you may not be playing anymore, fair, maybe you've not seen. How many new threads've been made about all these piranhas in game? Plenty. which means preorders, so there's still a revenue stream here for the company, which means, it's in the company best interest to maintain that revenue. Which means tweaking the game when it gets enough feedback that people are losing interest. Which, guess what, this thread is about.
Will it fold some day? Everything dies eventually. Will that day be soon? I seriously doubt it.
~Leone.
Edited by Leone, 29 January 2018 - 04:08 PM.
#228
Posted 29 January 2018 - 04:41 PM
ROSS-128, on 29 January 2018 - 02:54 PM, said:
The Panther basically has the same problem, but 10t lighter and has "ballistics based light" thrown in for good measure.
Barring some extreme uber quirks, for it to be fixed it would have to be attacked by a pack of engineers who tear it apart and reassemble it into something more efficient.
Though the Vindicator 1AA's 20% reduced PPC heat almost qualifies as an uber quirk. A pair of heavy PPCs is a little difficult to cram into a 45t mech though, a pair of standard PPCs with capacitors might work out better since it'll be four tons lighter. Capacitors would likely crater its short term DPS, but otherwise the reduced rate of fire probably wouldn't be too much of a problem since you'd be waiting for heat to dissipate anyway.
Panther pretty much needs RACs to somehow become good. Or Light ACs, those might help.
1AA and 1R would be ok if they werent so damn slow. They were both manageable before the desync (with insane agility quirks), and fun to play for me. 1AA was a funny mech as it was agile enough to allow you jumping between covers instead of just going up-down (with those looow hardpoints they're not really fit for even that.)
Now they're just too slow to avoid those laser alphas at all.
EDIT:
Oh, hey a 1000th post
Edited by Prof RJ Gumby, 29 January 2018 - 04:45 PM.
#229
Posted 29 January 2018 - 05:38 PM
#230
Posted 29 January 2018 - 09:26 PM
Shooters are fun for a bit, then it just gets stale. That's the nature of it. You can only point and click for so long before it's just lame. So in order to stay alive, it needs a constant influx of new blood to keep it going... and at this, MWO has done very well Same as War Thunder. I mean hell these games are 5 years old and still going!
But compare that to an MMO, where EQ is almost 20 years old, and still alive. Because in an MMO, it's about the builds. and grinding to the next plateau. You can play an MMO for a decade and it wont get old like a shooter will.
I am a newb here, started like what... a year ago? Took a 6 month break or so, and came back for a couple more, took a 2 month break and here I am again. It's the nature of the beast.
The way I see things... it's all pretty damn OK. Nothing special, nothing horrible. Faction warfare is dead, sure, that's a shame I like the idea, but I aint gonna sit in that queue for 40 mins (or longer) for a 20 min game and not get any sizable reward beyond a mechbay, which I coulda spent 20 mins crushing cans for 10 times more reward. So that leaves QP for me, and that just gets old fast. So when my days run out, I'll toss some eagles at War Thunder and go back there for a month or two, rinse, repeat.
War Thunder is toying with some "world war mode" which, if made like a persistant MMO world, could be ******* awsome... but the stuff I've seen so far looks ****. It'll flop.
If MWO wants to live on as something more, revamp FW into a persistent 'world' with "raids" akin to WoW/EQ with some sort of "charachter build" aspect and you might be onto something. Otherwise, you'll all continue to get bored, because JUST A SHOOTER.
#231
Posted 29 January 2018 - 09:54 PM
#232
Posted 30 January 2018 - 12:55 AM
Tahawus, on 29 January 2018 - 05:38 PM, said:
I prefer facing the laser vomit meta better than the FLPPD, you can shake off alot of damage by twisting and movement.
The other meta you were just dead, cause FLPPD is all or nothing, no partial damage. Just Dead.
Edited by OZHomerOZ, 30 January 2018 - 01:01 AM.
#233
Posted 30 January 2018 - 08:23 AM
HauptmanT, on 29 January 2018 - 09:26 PM, said:
Shooters are fun for a bit, then it just gets stale. That's the nature of it. You can only point and click for so long before it's just lame.
No argument there ...
HauptmanT, on 29 January 2018 - 09:26 PM, said:
You're kidding, right?
War Thunder has around 30,000 concurrent players on a slow day. That's MWO's player numbers for an entire month.
#234
Posted 30 January 2018 - 08:37 AM
#237
Posted 30 January 2018 - 10:12 AM
Racerxintegra2k, on 30 January 2018 - 08:37 AM, said:
I'm glad it's just a rumor. I was extra salty when he claimed on the podcast that the Timber Wolf was not only the best 75 ton mech, but that it was also the best for its weight class and that the metrics backed it up. It proved that they balance by potato instead of going with the input and numbers that competitive players crank out.
I've mostly calmed down and realized that the dude inherited a messy game with a LOT of mechs & variants and that he's probably being strict with the hours he puts in, and walking away at the end of a workday. He's probably overworked to hell with past, current, and future content. It would also be difficult to take competitive player input at face value and run with it, because every player has an agenda.
I don't expect much to come of this. It would be really nice if some moderate steps were taken in moving the game in a more fun direction, like the video pointed out with times of diverse weapon loadouts actually happening in competitive play, as opposed to laser vomit and/or laser+gauss vomit. And seriously, the deal of nerfing SRM grouping + the Artemis nerf still leaves me perplexed. All it accomplished was a shift to more lasers and machine guns, weight of the mech depending.
#238
Posted 30 January 2018 - 03:45 PM
The key issue is that, just like typical small businesses, PGI does not want to hear its customers, one guy who has not listening to community quitting won't make any difference when top two persons are also the ones who do not like to hear criticisms.
You rather want Microsoft to do something rather than having meaningless hope.
#239
Posted 30 January 2018 - 04:03 PM
The Lighthouse, on 30 January 2018 - 03:45 PM, said:
The key issue is that, just like typical small businesses, PGI does not want to hear its customers, one guy who has not listening to community quitting won't make any difference when top two persons are also the ones who do not like to hear criticisms.
You rather want Microsoft to do something rather than having meaningless hope.
About the only time things get changed for the better are when microsoft does indeed step in behind the scenes when people cancel a lot of pre orders and microsoft notices their share of profits getting smaller.
#240
Posted 30 January 2018 - 05:57 PM
Something it feels like PGI has never had a good handle on. How many Long Toms do you figure fell upon Russ before the community FORCED him to remove them?
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