I agree on most of points in the video. Though i highly disagree on mixed tech idea, it would be just a capitulation, a confession of failure to balance the game.
What PGI should do, in my opinion:
1. Reorganise the development: remove certain unqualified persons from making/overriding gameplay decisions and assign this responsibility to qualified gamedesigner. Some people think everyone can do good gamedesign decisions, and most importantly - good implementations. So not true.
2. Make few internal roundtables to identify problems. Make external roundtables too, make thoroughly moderated suggestion threads and polls. Make community managers earn their pay for once.
3. Gather internal meetings to filter all the feedback. Gather gamedesign team to choose right direction and develop solutions.
4. Think not only about problem solving, but also about improving other features. Do not be afraid to cut obsolete features, do not be afraid of big gamedesign changes. Maybe come up with new features.
5. Implement new solutions on the test server. Fix mistakes, and then go live.
____________________
In my opinion, biggest problems of the game are following:
A) Poorly implemented maze of a skill tree, both % values (reinforcing only strong side, and not really able to compensate weak side) and form of a maze. Cut nodes quantity in half, refund spend nodes as legacy points (we already have those coded). Rework form, to make skill tree easier to read. For example SWTOR
Rebalance values to get rid off junk nodes.
B ) Poorly designed features.
- ECM-LRM hard counters "feast or famine". Make indirect LRM fire more like in Battletech game by HBS, to be an inprecise bombardment. Then remove the lock-on hard counter by ECM, which instead should increase lock-on time (same as you lockon now on ECM mech under UAV).
- SHS v DHS. Make DHS good at dissipation, but with same heatcapacity as SHS. Cut down base heatcapacity of mechs. So for faster cooling and sustained fire you can use DHS, but for hot alphas you could try to boat SHS to increase heatcapacity to levels higher than IS DHS can provide.
- Weapon specific quirks. Get rid of this crap. Especially when it makes no sense, like for example MPL quirks on Thunderbolt 5SS, who have no MPLs in original design. Whos sick mind thought that forcing one single viable loadout onto a mech was a good idea, i do not know.
- Mech quirks overall. Stop fixing this mess, just scrap it and rework from the scratch. Read TROs to understand what mech is supposed to be. Make quirks to reflect those "personalities" and roles (we do see some steps in this direction, but really small ones). Do not repeat this crap that initial quirks were, when mechs got quirks for a single loadout, most often inappropriate.
- Mech quirks and balance. Do a thorough analysis of mechs. Compensate with quirks next cases: bad hitboxes, bad hardpoint placement, mixed hardpoints types, maybe even cockpits with bad visibility.
- Consumables. Get rid off them. Rework them into physical items to take space and weight in the loadout. Sort of like MW4M Mektek had it.
- CW. Balance aside, make the strategic layer more fun. Return factions. Make loyalty points as currency for something, even if only to buy your faction-specific mechs.
- other stuff, but this thoughts depress me too much to continue writing... What a marvel this game could have been.
Edited by Sigmar Sich, 26 January 2018 - 07:49 PM.