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The Campaign To Make Mwo Great Again (Easy Features & Fixes The Would Make Positive Changes)


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#1 Big Tin Man

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Posted 29 January 2018 - 09:16 AM

So Dane said a lot of things that needed saying, and it seems like PGI is listening. But a lot of Dane's suggestions are quite large issues and will take some time and effort for that fruit to ripen. In the meantime, how about a bit of effort on the following:

*Fix the bug where angry clan man is talking to IS pilots in FW.

*Eliminate the sound trigger for level 3 scouting. We don't need something alerting us that 'FRIENDLY [ENEMY] ARTILLERY IS SUPPORTING [TARGETING] OUR POSITION'. Long tom has been gone for months. I know getting a replacement sound clip for radar jammer means bringing the voice talent back in just for that (unlikely to happen), but just eliminate this for now. It is confusing and bad.

*Let the community fill out a spreadsheet to fill the FW planetary map with all the fluff details from Sarna. You don't want to pay a programmer to do it, but you have a rabid fanbase that would do this for you if you let us. Reach out to some of the respected folks here on the forum, maybe even give them a spreadsheet template to fill out so all you have to do is copy and paste it into the gamecode. I'd wager this could be done in time for the February 2018 patch.

*Break up the FW maps into quickplay maps. Most invasion maps could be split into 2 maps at the gates and would make pretty good (though smaller) QP maps. Most notably Vitric (both sides), Boreal (canon side), Grim (canon side), Emerald (non-canon side). Yes, these maps probably wouldn't work for incursion mode, but the small maps (mining collective, bog, & canyon) don't work with incursion either. Very easy way to get new maps into the game.

*Change the QP map voting options to 2 maps + RANDOM MAP. Nothing changes gameplay like randomization.

*Bring back the old FW lobby screen so we know where we are in line, if we're waiting on one more person to join, or if the other side isn't showing up. The spinning wheel is sad and it used to be so much better.

Of these things, opening up and letting us fill in the star league map would go a long way to mending some fences with the FW community. We want a great game. We're willing to help for free. Find a way to let us help.

Please.

#2 El Bandito

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Posted 29 January 2018 - 09:21 AM

I support this thread.

#3 Angus McFife VI

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Posted 29 January 2018 - 09:24 AM

Update new weapon tech on old models

#4 Kaeb Odellas

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Posted 29 January 2018 - 09:27 AM

They could just replace the radar jamming with a normal artillery strike, or have a dropship do a strafing run on top of an enemy position. At least that would be useful.

View PostDont LRM me please, on 29 January 2018 - 09:24 AM, said:

Update new weapon tech on old models


They've been updating old models since they first released the new tech. Progress has been slow, probably due to new mechs being a higher priority.

Edited by Kaeb Odellas, 29 January 2018 - 09:33 AM.


#5 Big Tin Man

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Posted 29 January 2018 - 09:31 AM

View PostDont LRM me please, on 29 January 2018 - 09:24 AM, said:

Update new weapon tech on old models


View PostKaeb Odellas, on 29 January 2018 - 09:27 AM, said:

They could just replace the radar jamming with a normal artillery strike, or have a dropship do a strafing run on top of an enemy position. At least that would be useful.


Those ideas, while good, are difficult. Think easier.

#6 Bud Crue

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Posted 29 January 2018 - 09:33 AM

View PostBig Tin Man, on 29 January 2018 - 09:16 AM, said:

So Dane said a lot of things that needed saying, and it seems like PGI is listening...


Hold your horses there little buckaroo.
Russ merely indicated that he was aware of Dane’s video and that he would discuss it with Chris. Russ just wanted folks to stop pestering him about it on twitter.

No indication that I have seen subsequently is suggestive that they are actually concerned about ANY of the issues that Dane raised. Certainly nothing to indicate that Russ is suddenly interested in what we in the brown sea have to say. Nevertheless, good on ya. Just don’t get your hopes up.


#7 Big Tin Man

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Posted 29 January 2018 - 09:38 AM

View PostBig Tin Man, on 29 January 2018 - 09:16 AM, said:

and it SEEMS like PGI is listening.


View PostBud Crue, on 29 January 2018 - 09:33 AM, said:

Hold your horses there little buckaroo.
Russ merely indicated that he was aware of Dane’s video and that he would discuss it with Chris. Russ just wanted folks to stop pestering him about it on twitter.

No indication that I have seen subsequently is suggestive that they are actually concerned about ANY of the issues that Dane raised. Certainly nothing to indicate that Russ is suddenly interested in what we in the brown sea have to say. Nevertheless, good on ya. Just don’t get your hopes up.


I added some emphasis. This isn't my first rodeo.

#8 Kaeb Odellas

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Posted 29 January 2018 - 09:42 AM

View PostBig Tin Man, on 29 January 2018 - 09:31 AM, said:




Those ideas, while good, are difficult. Think easier.


They've already got code for determining where the enemy is most concentrated with the Long Tom. Just change it so it drops a normal artillery strike instead of a miniature nuke.

And if you only want simple ideas, I sincerely doubt "make FW maps into QP maps" is all that simple, or even really possible given that they're all designed with asymmetrical attack/defend gameplay in mind.

#9 Metus regem

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Posted 29 January 2018 - 09:49 AM

View PostKaeb Odellas, on 29 January 2018 - 09:42 AM, said:

They've already got code for determining where the enemy is most concentrated with the Long Tom. Just change it so it drops a normal artillery strike instead of a miniature nuke.

And if you only want simple ideas, I sincerely doubt "make FW maps into QP maps" is all that simple, or even really possible given that they're all designed with asymmetrical attack/defend gameplay in mind.



Honestly, the Long Tom should just be a standard Artillery strike... In TT Long Tom does damage to a 90m diameter area, and not a stupid amount of damage either... 30/20/10 at Center/1hex/2hex... so for MWO, it should be like 60 damage 0-30m/ 40 dmage 31-60m/ 20 damage 61-90m, spread out over the mech.

Now nukes are in TT, but they are a giant F-U to the game board... the template for them is something like 12 feet across and anything under it is just gone....

But then again, it's just another aspect how PGI dropped the ball with FP/FW/CW....

#10 kuma8877

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Posted 29 January 2018 - 09:52 AM

There are some of us (me) that would be willing to thro together some fresh copy and artwork that better depicts the current game and time period reflected therein for the website... NPE is important too for actual growth.

Edited by kuma8877, 29 January 2018 - 09:53 AM.


#11 Hit the Deck

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Posted 29 January 2018 - 09:56 AM

View PostBig Tin Man, on 29 January 2018 - 09:16 AM, said:

*Change the QP map voting options to 2 maps + RANDOM MAP. Nothing changes gameplay like randomization.

I like this.

#12 Sigmar Sich

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Posted 29 January 2018 - 10:01 AM

View PostBig Tin Man, on 29 January 2018 - 09:16 AM, said:

*Change the QP map voting options to 2 maps + RANDOM MAP. Nothing changes gameplay like randomization.

Absolutely musthave!
Could be a little problem, though, not all maps support all game modes, so PGI needs to list different random map pools for each mode.

#13 Big Tin Man

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Posted 29 January 2018 - 10:30 AM

View PostKaeb Odellas, on 29 January 2018 - 09:42 AM, said:

And if you only want simple ideas, I sincerely doubt "make FW maps into QP maps" is all that simple, or even really possible given that they're all designed with asymmetrical attack/defend gameplay in mind.


2 minutes of work...

Posted Image

Posted Image

#14 MechaBattler

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Posted 29 January 2018 - 11:41 AM

How about replacing the gates with destroyable walls. Also create a map where the base is surrounded by destroyable walls. Allowing for attacks from multiple directions.

How about a persona campaign tracker for each unit. That has small achievement like objectives. Presented in a UI that is an artistic representation of a unit contract. How bout adding some management elements to units? Oh wait,that's going into MW5. Couldn't possibly have that here.

#15 Khobai

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Posted 29 January 2018 - 11:57 AM

Quote

*Change the QP map voting options to 2 maps + RANDOM MAP. Nothing changes gameplay like randomization.


get rid of voting entirely. it needs to be completely random.

and you should be able to pick your mech AFTER knowing the map

Quote

and it SEEMS like PGI is listening.


im sure they are

but it will be 6 months to a year before they do anything about it lol

Edited by Khobai, 29 January 2018 - 11:59 AM.


#16 Kaeb Odellas

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Posted 29 January 2018 - 03:16 PM

View PostBig Tin Man, on 29 January 2018 - 10:30 AM, said:


2 minutes of work...

Posted Image

Posted Image


But would they actually be decent maps? Those areas look cramped for 12v12. Taiga might be okay, but Vitric looks a bit uneven. Definitely not 2 minute jobs in terms of placing spawns and objectives in balanced locations.

#17 Jonathan8883

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Posted 29 January 2018 - 03:35 PM

Get rid of Siege so that Faction Play isn't "walking simulator online" and grossly imbalanced + boring.

Fix scaling for some of the oversized Mechs

Add more quirks to mechs that need them (If a chassis is used less than 1 in 250 times, it needs it).





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