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Boring Balance Or The Un-Funning Of Mechwarrior Online


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#121 General Solo

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Posted 28 January 2018 - 05:54 AM

After playing 35000 games its not as fun as the first time I tried it.

Posted Image

Edited by OZHomerOZ, 28 January 2018 - 05:55 AM.


#122 Kin3ticX

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Posted 28 January 2018 - 05:56 AM

Lol I tried to send dane a PM to ask which TS he hangs and it says "Mech the Dane cannot recieve any more messages"

Inbox = rekt

#123 ROSS-128

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Posted 28 January 2018 - 06:21 AM

View PostMystere, on 28 January 2018 - 04:25 AM, said:


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. Posted Image


Well obviously the maps do play better when everyone "plays them right", other than things like ghost hitboxes and mechs tripping over pebbles persisting. I've even had a tiny handful of good-ish games when people did.

But the fact that people consistently fall into the same traps on the same maps even when warned about them (nascaring on Cauldron, clumping on Viridian, spreading on Polar) indicates those maps have bad psychology. The design of the maps pushes players into bad situations even when they know they shouldn't be going there and shouldn't be doing that.

Polar is an interesting case because its bad psychology can be exaggerated or mitigated by game mode. Conquest Polar is a atrocious, it requires an extremely active drop caller who can basically call it by ear because none of the points will be in minimap range, and if only three or four mechs listen he won't achieve anything.

Domination Polar is not so bad though, because the central objective counteracts the map's usual scattering effect.

And Viridian... Domination mode definitely makes Viridian's psychology worse.

#124 Mystere

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Posted 28 January 2018 - 06:50 AM

View PostROSS-128, on 28 January 2018 - 06:21 AM, said:

But the fact that people consistently fall into the same traps on the same maps even when warned about them (nascaring on Cauldron, clumping on Viridian, spreading on Polar) indicates those maps have bad psychology. The design of the maps pushes players into bad situations even when they know they shouldn't be going there and shouldn't be doing that.


I stand corrected then. The maps are more than fine. They are a great opportunity to exploit weak minds. Posted Image

#125 JC Daxion

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Posted 28 January 2018 - 06:58 AM

View PostEl Bandito, on 26 January 2018 - 06:56 PM, said:


Community wanted rescale, just not the way PGI had implemented. Community wanted engine desync, just not the way PGI had implemented. Community wanted new skill tree, just not the way PGI had implemented. Community wanted info warfare, just not the way PGI had implemented. Community wanted power draw, just not the way PGI had implemented.

See a pattern here?




Yea i do.. no matter what PGI there are some that don't like it. I don't have any real issues with the game outside of them just not nerfing top performers sooner and doing a bit to bring up lower performers, but i tend to think this is part of there F2P aspect in getting people to play new mechs, or swapping into older mechs that new folks never got around to getting, aka bringing back the commando for example.

No things are not done exactly as i would like, but then again no game in the history of gaming, as i've been gaming since frigging pong has done that. I can't think of a single game i loved that i didn't say.. boy this would be better if they did X, y and Z, doesn't mean i'm right about those chances though


and Yes Power Draw needs a comback.. I've done the match on a 40 point system, and i think that would basically solve the issue with letting people still hit 40-50 point alpha's but not get into higher range with out penalty, and has a fairly similar heat scale to the way ghost heat is working now and a lot more strait forward.

The big issue with PD was people would not give it a chance and just cried about it, and also got so confused with many weapon changes that had zero do to with PD, other than they were trying them at the same time.

Edited by JC Daxion, 28 January 2018 - 06:59 AM.


#126 JC Daxion

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Posted 28 January 2018 - 07:01 AM

View PostOZHomerOZ, on 28 January 2018 - 05:54 AM, said:

After playing 35000 games its not as fun as the first time I tried it.

Posted Image



ROFL.... Now march on over to steam with your 5k hours played and make the obligatory review.. worst game ever, it sucks and the devs have no clue..

Then you are part of the cool kids club Posted Image

#127 General Solo

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Posted 28 January 2018 - 07:17 AM

I NEED THE STEAM VERSION!!!!!!!!! Posted Image

#128 ROSS-128

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Posted 28 January 2018 - 07:17 AM

View PostMystere, on 28 January 2018 - 06:50 AM, said:


I stand corrected then. The maps are more than fine. They are a great opportunity to exploit weak minds. Posted Image


And when there's 11 of them on your own team, what then? Herding cats is an exercise in frustration, especially when the cats already know what you're telling them but the map is designed with catnip that draws them into the deathtrap anyway.

You end up with 12 players who are all there like "we shouldn't be here, we shouldn't be doing this". And when someone says it out loud the response is "WE KNOW! God dammit we know." Creating those situations leads to frustration, bickering, and toxic behavior. Bad map psychology doesn't just affect gameplay, it affects how players interact with each other. The story I laid out likely sounds extremely familiar to anyone who has spent enough time in Quickplay.

Ever notice how the worst maps also seem to attract the most unpleasant players? They don't really, those are the same nice friendly players you see on the good maps. It's just the map driving them crazy.

Better maps would create better, friendlier players.

#129 Burke IV

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Posted 28 January 2018 - 07:20 AM

View PostJC Daxion, on 28 January 2018 - 07:01 AM, said:



ROFL.... Now march on over to steam with your 5k hours played and make the obligatory review.. worst game ever, it sucks and the devs have no clue..

Then you are part of the cool kids club Posted Image


After i passed 1000 hours of play i had to delete my negative fallout4 review....

I tryed to nominate PGI for the "we know whats best for our game" award but i dont hink it worked :(

#130 Jarl Dane

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Posted 28 January 2018 - 07:26 AM

Russ has responded on Twitter.

Always odd to think how much they shirk their own forums.

Edited by Mech The Dane, 28 January 2018 - 07:28 AM.


#131 El Bandito

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Posted 28 January 2018 - 07:46 AM

View PostMech The Dane, on 28 January 2018 - 07:26 AM, said:

Russ has responded on Twitter.

Always odd to think how much they shirk their own forums.


Forums do tax one's sanity. The balance director should ideally be a person who is not only a good Mechwarrior, but also a seasoned Forum warrior.



Hem, hem... Posted Image

Edited by El Bandito, 28 January 2018 - 07:47 AM.


#132 Tiewolf

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Posted 28 January 2018 - 07:52 AM

Great vid! Nailed it! Thx for your time and effort! I hope pgi doesn't blow that last chance to save MWOs future.

#133 Jiang Wei

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Posted 28 January 2018 - 10:07 AM

Actually... the balancapocolypse began with host state rewind technology, and double heat sinks. Resizing was bad too, for some mechs.

The implemention of the new skill system was actually good. I liked it.

I have to say, that guy in the video doesnt seem to know all that well what he is talking about. He seems to be making his case based on numbers in regards to the skill system rather than experience, so he has things a bit backwards. He probably isnt that skilled of a pilot Im guessing. But he is certainly good at talking.

Edited by Jiang Wei, 28 January 2018 - 10:21 AM.


#134 Mcgral18

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Posted 28 January 2018 - 10:24 AM

View PostJiang Wei, on 28 January 2018 - 10:07 AM, said:

Actually... the balancapocolypse began with host state rewind technology, and double heat sinks. Resizing was bad too, for some mechs.

The implemention of the new skill system was actually good. I liked it.

I have to say, that guy in the video doesnt seem to know all that well what he is talking about. He seems to be making his case based on numbers in regards to the skill system rather than experience, so he has things a bit backwards. He probably isnt that skilled of a pilot Im guessing. But he is certainly good at talking.



We'll need your Alt account to verify

https://leaderboard....0AMech+The+Dane

#135 ROSS-128

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Posted 28 January 2018 - 10:27 AM

Thinking about it, now I'm really wishing I had some way to access a particular set of data that I'm not sure is even collected.

Movement heatmaps. Preferably with some sorting options like winning vs losing teams, weight class, weapons carried (though that'd be quite a bit harder than the others). And position over time so you can see how the movement patterns evolve over the course of the match.

Now obviously we already know some of what it would show us. I'm sure most people here are familiar with the most common failure modes of most maps, and seeing losing teams clustering in those patterns won't be surprising. Though those heatmaps would illustrate them quite strongly.

But what I would hope to get out of the data is just what leads up to them. What actually funnels the players into those patterns, and what can be done to break them up so that seeing your team starting to wander toward a well-known Gridsquare of Doom doesn't feel so much like being sucked into a black hole.

Edited by ROSS-128, 28 January 2018 - 10:28 AM.


#136 C E Dwyer

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Posted 28 January 2018 - 10:35 AM

View PostJiang Wei, on 28 January 2018 - 10:07 AM, said:

Actually... the balancapocolypse began with host state rewind technology, and double heat sinks. Resizing was bad too, for some mechs.

The implemention of the new skill system was actually good. I liked it.

I have to say, that guy in the video doesnt seem to know all that well what he is talking about. He seems to be making his case based on numbers in regards to the skill system rather than experience, so he has things a bit backwards. He probably isnt that skilled of a pilot Im guessing. But he is certainly good at talking.


The only thing that the new skill tree has done in a positive way, is finally eradicate, the dead aim time skill that was of no good to any one and that is in itself is good.

As a balancing aid it has totally failed.

As predicted no matter how complicated or how many options available to people, there is only one way to optimise a mech.


I will stretch the positive side of it to say yes it does give more options, but those options allow you to make bad builds slightly less bad, the skill tree will never make a bad build good, because if you can use it to make bad builds good, you can use it to make good builds over powered.

All the complexity of the skill tree does is give an illusion of choice.


The rescale should have been a good thing, it ruined many mechs.


The damage of the rescale and the skill tree, can only be repaired with more quirks, they are part of the game now, and after the expense of producing much like map voting will never be removed or altered.

All three have done long term damage to the game.

#137 HammerMaster

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Posted 28 January 2018 - 11:02 AM

With the "Island" cockpit item being my favourite eff you gift from PGI..it would be nice for them to realize the core of people who will continue to support them and pay THEIR bills is people who love Battletech like the Dane. Forget IS vs Clan parity. Forget home cooked perversions of equipment clearly outlined in the books and ignored (ECM, single shot ACs etc on an aside the Roughneck we "slept" on!? Ha!) Connect with the dedicated population. Not short attention span love and leave exploiters. Make MWO great again!

Edited by HammerMaster, 28 January 2018 - 11:40 AM.


#138 Jiang Wei

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Posted 28 January 2018 - 11:05 AM

View PostMcgral18, on 28 January 2018 - 10:24 AM, said:



We'll need your Alt account to verify

https://leaderboard....0AMech+The+Dane


You need what for what?

#139 The Lighthouse

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Posted 28 January 2018 - 11:07 AM

View PostJiang Wei, on 28 January 2018 - 11:05 AM, said:


You need what for what?


You already know what he wants, it's just you know you don't have it at all.

Edited by The Lighthouse, 28 January 2018 - 11:07 AM.


#140 Jiang Wei

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Posted 28 January 2018 - 11:11 AM

View PostCathy, on 28 January 2018 - 10:35 AM, said:


The only thing that the new skill tree has done in a positive way, is finally eradicate, the dead aim time skill that was of no good to any one and that is in itself is good.

As a balancing aid it has totally failed.

As predicted no matter how complicated or how many options available to people, there is only one way to optimise a mech.


I will stretch the positive side of it to say yes it does give more options, but those options allow you to make bad builds slightly less bad, the skill tree will never make a bad build good, because if you can use it to make bad builds good, you can use it to make good builds over powered.

All the complexity of the skill tree does is give an illusion of choice.


The rescale should have been a good thing, it ruined many mechs.


The damage of the rescale and the skill tree, can only be repaired with more quirks, they are part of the game now, and after the expense of producing much like map voting will never be removed or altered.

All three have done long term damage to the game.


heh... the game has been dying since open beta. It was a very slow death though... cant deny that meching is fun in general, but yet somehow PGI managed to ruin it. Even though I hate it, I still come back to MWO from time to time for a fix. But I never spend money on it.

View PostThe Lighthouse, on 28 January 2018 - 11:07 AM, said:


You already know what he wants, it's just you know you don't have it at all.


I know I dont have what? Im not familiar with that website he linked.

Okay you got me, I do have an idea of what he wants. But I cant reveal my main account. Sorry.

Edited by Jiang Wei, 28 January 2018 - 11:23 AM.






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