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Boring Balance Or The Un-Funning Of Mechwarrior Online


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#41 InvictusLee

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Posted 26 January 2018 - 11:21 PM

View PostMech The Dane, on 26 January 2018 - 09:27 PM, said:


Is there anyone who likes it?

I mean... I do, but only because its easier to pick off the other team while they attempt to defend.

#42 Hit the Deck

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Posted 26 January 2018 - 11:22 PM

View PostJohnathan Tanner, on 26 January 2018 - 11:14 PM, said:

Y You know how this ends, Right?Posted Image

Damn, that's a nice pic.

That gives me a sudden urge to take out my HGN IIC-C again. It was good with dual UAC/10s and lasers.

#43 K O Z A K

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Posted 26 January 2018 - 11:26 PM

View PostHit the Deck, on 26 January 2018 - 11:22 PM, said:

Damn, that's a nice pic.

That gives me a sudden urge to take out my HGN IIC-C again. It was good with dual UAC/10s and lasers.

It was defeated by some ewoks spear

Actual HGN2C in mwo isn't much better

#44 MechaBattler

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Posted 26 January 2018 - 11:29 PM

A lot of the changes have not really effected me too bad. Because apparently I play bad mechs and builds. So keep up the good work PGI. Don't stop trying to balance the game!

Posted Image

Edited by MechaBattler, 26 January 2018 - 11:33 PM.


#45 Hit the Deck

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Posted 26 January 2018 - 11:30 PM

View PostHazeclaw, on 26 January 2018 - 11:26 PM, said:

It was defeated by some ewoks spear

Actual HGN2C in mwo isn't much better

I meant in MWO.

It's true that HGN IIC-C has no purpose now that there's Mad Cat IIC which has superior hardpoints. But dat machine gun arm!

#46 KingCobra

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Posted 26 January 2018 - 11:31 PM

Well fellas I think the good fight is over and its time to move on I dont think MWO is going to change much anytime soon and the lords of MWO have stopped listening to its player base like 3 + years ago.

Posted Image

Long live all the baby MechWarrior seals that have died over the last 5 years.

#47 InvictusLee

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Posted 26 January 2018 - 11:33 PM

View PostHit the Deck, on 26 January 2018 - 11:30 PM, said:

I meant in MWO.

It's true that HGN IIC-C has no purpose now that there's Mad Cat IIC which has superior hardpoints. But dat machine gun arm!

If it wasnt so damn slow, I'd own one or two HGN's. They are Tanky AF.
I'd just rather have an Anni for the same speed.

#48 Hit the Deck

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Posted 27 January 2018 - 12:20 AM

View PostNovember11th, on 26 January 2018 - 11:33 PM, said:

If it wasnt so damn slow, I'd own one or two HGN's. They are Tanky AF.
I'd just rather have an Anni for the same speed.

It runs at ~63kph with full speed tweaks which is still slow but not that slow for an Assault actually.

#49 Davegt27

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Posted 27 January 2018 - 12:45 AM

hey I am not 97 years old for your information lol

and they are called book case games not table top games
as was explained to me in 1981 by the Hobby Shop owner in Ipswich England

oh and thanks for the video

#50 InvictusLee

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Posted 27 January 2018 - 12:50 AM

View PostHit the Deck, on 27 January 2018 - 12:20 AM, said:

It runs at ~63kph with full speed tweaks which is still slow but not that slow for an Assault actually.

*nods* bout kingcrab speed.

#51 El Bandito

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Posted 27 January 2018 - 01:24 AM

View PostNovember11th, on 26 January 2018 - 11:33 PM, said:

If it wasnt so damn slow, I'd own one or two HGN's. They are Tanky AF.
I'd just rather have an Anni for the same speed.


Buy the Keeper, and profit in Invasion brawl maps.

#52 Caldek

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Posted 27 January 2018 - 04:30 AM

I agree that PGI has sucked the fun out of the game. For me (and I haven't read pgs 2-3 of the thread), I can deal with the re-scale, and while the skill tree is kinda ******, it's not enough to throw me out of the game. The things that have moved me to quit logging in are the the matchmaker, the quick-play map redesigns, the quick-play match-styles, and the re-dsign of faction play.

By way of explanation, I primarily play quick-play and enjoy, but don't frequent, faction play. I'm not in a unit, but I roll with a few Davion units on a semi-regular basis so I know what that play-style can be like. Recently (by that I mean the last 6-9 months or so) in quick play most of the matches are stomps one way or the other, which aren't fun either way. Add to that the play styles of escort (which is a complete abortion in it's current incarnation), incursion (which is a complicated assault mode belonging in FP I think), and domination (which at this point is only mildly annoying) as well as the way that those styles interact with the maps and PGI has stripped a ton of fun from the game. Also, full kimono, I despise the Polar map. I really hate that map, just see red when it's up, and I think with reason (as far as i can tell it's the only map that promotes a standoff non-LOS playstyle, which is anathema to MechWarrior and Battletech in general). By way of explanation, my hate for that map is the aggrandizement of the indirect fire damage style, which encompasses the rise and supremesely(sp) of the augsillary(sp) packs like arty and cooling packs.

Getting back to the point, the changes that PGI has made over the last 12-18 months have, in my opinion, uniformly made the game worse. I have considerably less fun logging in and playing now than I did a year and a half ago. MWO was my go-to game for about 3 years. Over the last year I have gone from playing an hour to 3 a day to playing an hour or 2 once a week. I am no longer willing to give PGI any money, in fact I've got 200 or so hours of premium time in the bank hoping (and praying) that some miraculous change will happen such that I actually want to log in for 30 days straight.

My solutions are less complicated than the OP's (I think, maybe I'm wrong), I would like to see a true FP end game with unique maps. We used to have this and now FP is the same as quick-play, so what's the point? I think a rethink on the matchmaker is critically needed. I don't know the fix here, with limited population it seems to me that if they went to a style where they selected 24 players and then assigned teams they could get to a similar play level by bifurcating that group rather than choosing 12 man teams and trying to match those 12 mans to each-other (there was a separate thread - which was amazing in it's quantification of PGI's decisions which spoke some to this). I am fulling signed to being out thought / strategized by an OpFor, but rolling a standard defense / or push and getting shredded 12-2 is unacceptable on a continuous basis (yeah, yeah, adjust for terrain - you ALL know what I mean).

Anyway, thanks for listening (or not) to my cathartic rant. The TL/DR takeway for me really is that PGI needs to rethink their game. I think they should go with a simple, but dedicated quick play with the 3 classic modes of assault, skirmish, conquest. Then they can add FP as unique maps with designed play modes (if needed / desired) as a mid-game. And then the competition warfare which is in the game now could serve as true endgame. But I would strongly suggest that each mode should provide a unique experience. There is NO reason why I should have the same experience / playstyle in rolling quickplay vs faction play vs competition matches from a map or playstyle standpoint.

Happy hunting and I'll see you in game,
Caldek

#53 Luminis

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Posted 27 January 2018 - 04:45 AM

Wanna know what gets more than the actual issues MWO has?

PGI ignoring the fact that they have a very die-hard, dedicated and suprisingly constructive community at their hands (I say "surprisingly" constructive because most other communities would've long stopped drafting up sensible propositions as to improve / fix the game). I'm not even talking about the content creators here - not that I want to take away from any of them, but anyone who hangs around the forums and OHPG or the various Discords has to know what, or rather, who I'm talking about.

I'm pretty damn sure that Isengrim alone has more competent people regarding balancing on board than PGI does. Listening to individuals such as MechTheDane, Tarogato or Scurro (not to exclude anyone, just giving examples) could give them such an incredible amount of much needed insight! Just imagine what happend if they had an honest round table with all the competent individuals from all the notable units.

See, I'm really not that mad about the state of MWO. There's an insane amount of missed potential, but compared to other games that I played (or still play), it's still the more enjoyable pick for various reasons. Thus, to me, the most infurating thing is that PGI does have all these resources, all that potential, all that knowledge and competence right at their fingerstips. They need only reach out and embrace it, but alas, they deliberately decided to ignore it.

And to me personally, letting such a great opportunity to improve things pass by - for no good reason, I might add - is straight up worse than any balancing issue or bad direction the game has taken.

Edited by Luminis, 27 January 2018 - 04:47 AM.


#54 chucklesMuch

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Posted 27 January 2018 - 04:45 AM

I couldn't agree more with the sentiment; PGI'S un-funning of MWO.

Trouble is we are hoping that PGI, with a track record as noted in the video of taking fun ideas/things and getting them rekt... is going to somehow bring the fun back.... they just don't seem to get it :/

Edited by chucklesMuch, 27 January 2018 - 04:47 AM.


#55 H I A S

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Posted 27 January 2018 - 04:50 AM

Mediocre TM

#56 Steve Pryde

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Posted 27 January 2018 - 05:19 AM

View PostMech The Dane, on 26 January 2018 - 09:27 PM, said:

Is there anyone who likes it?

It could be something good if you dont have to defend a weaponless Atlas that is slower moving than my dead grandma.

#57 Bud Crue

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Posted 27 January 2018 - 06:21 AM

Resisted commenting as I tend to get worked up over this far more than I should.
It is a game after all.
That being said...

To me, the entire reason balance is as borked as it is, comes down to three things:
- ego and the refusal to engage the community before doing something ill advisable,
- a total lack of understanding about complex systems and the impact of multiple simultaneous changes made to such systems; and finally
- a shocking lack of education and understanding of thee most basic mathematical principle and statistical analysis.

As long as those three failings (and we can have a lot of fun giving evidence of all of them with specific citation to various, repeated incidents illustrating all of them if you would like) exist within PGI and their stewardship of this game and IP, there is no hope for even a semblance of balanced but varied play (particularly at high levels), nor an NPE that is attractive to more than the most dedicated mech fan.

In short, this is as good as it gets.

This game will continue until it fails as it is, with occasional conceptual changes dictated by the personal whim of a few key people with no basis in the history of the IP or customer demand and that will continue to keep the population trend decreasing. Mechanical changes made only when two or more other mechanics are manipulated at the same time, ensuring underlying instability. Balance by apparent dart board because they don't understand outliers, trends, or other indicators.

Those three aspects of "development" have been basis of MWO since I started playing and there is no indication that such conduct will change in the future.

Its a damn shame, but its the truth.

Edited by Bud Crue, 27 January 2018 - 06:22 AM.


#58 Mystere

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Posted 27 January 2018 - 06:51 AM

View PostKhobai, on 26 January 2018 - 06:35 PM, said:

wed be better off if they just deleted the skill tree and started over

the skill tree has completely lost its way and fails to do the one thing that skill trees are meant to do: diversify playstyles.

the skill tree actually does the opposite of diversify. because when everyone puts their points into the same skills it actually makes all mechs play more similarly.


instead of one generic skill tree, there shouldve been multiple skill trees based around specific roles

each mech shouldve been pre-assigned a role like brawler, skirmisher, harasser, fire support, etc....

and each role should have its own unique skill tree

that would differentiate mechs so much more than what we have now. and it would bring multiple playstyles back to the game again.


Meh! That's a whole lot of work for a mindset geared towards building a minimally viable product.

#59 Cruxs

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Posted 27 January 2018 - 09:26 AM

Great video, in a time of great need. #MakeMWOfunagain.

#60 Khobai

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Posted 27 January 2018 - 09:52 AM

View PostMystere, on 27 January 2018 - 06:51 AM, said:

Meh! That's a whole lot of work for a mindset geared towards building a minimally viable product.


no more work than the current skill tree took to implement

but the current skill tree is an anchor around this games neck

its killing the game by making every mech the same and promoting strikespam

it forces zero choices on players which is the essence of a good skill tree

by dividing the skill tree into seperate roles players would have to choose what role they want to play and the skills they have access to would change accordingly

do you play an orion brawler, a timberwolf skirmisher, or a night gyr sniper? and your skill tree and playstyle would be different based on that choice.

the roles would be based on variant so some mechs could have multiple roles depending on the variant

Edited by Khobai, 27 January 2018 - 10:05 AM.






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