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Mwo Production Update!


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#81 AnHell86

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Posted 03 March 2018 - 08:44 PM

MWO’s player base is very very low. I don’t remember having played so many stomps (winning and losing) for so many consecutive matches in the past two or three months. Not fun at all.

I really do hope Russ reconsiders improving Faction Play during the downtime - oferrring real incentives to being a loyalist vs being a merc. FP should give pilots a sense of progression - it’s almost non existent. The community has given so many ideas, e.g., capturing planets could give exclusive bonuses to allied forces.

And, Russ should tone down the alcohol when representing MWO. It just made me think he needed the alcohol to survive the interview. :/

#82 Arkhangel

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Posted 03 March 2018 - 09:00 PM

View PostAnHell86, on 03 March 2018 - 08:44 PM, said:

MWO’s player base is very very low. I don’t remember having played so many stomps (winning and losing) for so many consecutive matches in the past two or three months. Not fun at all.

I really do hope Russ reconsiders improving Faction Play during the downtime - oferrring real incentives to being a loyalist vs being a merc. FP should give pilots a sense of progression - it’s almost non existent. The community has given so many ideas, e.g., capturing planets could give exclusive bonuses to allied forces.

And, Russ should tone down the alcohol when representing MWO. It just made me think he needed the alcohol to survive the interview. :/

actually.. that's just how Russ is all the time. he isn't drunk. they really should get the Vice-president to do more. guy's a lot better of a "face" i find, when i've met them before.

#83 NocturnalBeast

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Posted 04 March 2018 - 12:15 AM

View PostArkhangel, on 02 March 2018 - 11:33 PM, said:

it's not that there wasn't support for it. just that there wasn't ENOUGH support, for it, Ed.

I for one am fine with 12v12, specially as we have solaris incoming for speedy matches anyways. might actually weed out the guys who like doing their own thing from team playmodes.


There is enough support, the problem is PGI is only listening to streamers, Twitter and Reddit. Most people who play this game are older and have real lives and can't be on social media all day long.

View PostArkhangel, on 03 March 2018 - 09:00 PM, said:

actually.. that's just how Russ is all the time. he isn't drunk. they really should get the Vice-president to do more. guy's a lot better of a "face" i find, when i've met them before.


I should talk to Russ, I drink more than him, I just can't afford the fancy stuff.

Edited by Ed Steele, 04 March 2018 - 12:13 AM.


#84 Koniving

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Posted 04 March 2018 - 03:50 AM

View PostMovinTarget, on 03 March 2018 - 05:30 PM, said:

There has to be a happy medium here. Insta-convergence now is simply OP vs people that don't know what they are doing yet. How hackable would it be to address convergence client-side? This would be a simple modifier passed to server at the time a weapon fires... it wouldn't affect *what* is targeted, just how well converged the weapons are...

Not tying convergence to time.

A simpler solution is to tie convergence to the range of your targeted object. That way if you do not target the object, there is no convergence or it converges to a given range. Yes the convergence would be more or less instant, but this means you can't juggle targets too quickly, or efficiently hit things that you can't target. This would make ECM quite powerful, but if coupled with many of the other things PGI said they would make for information warfare but never did, then you'd have sensor and jamming buoys to drop.

What would the new balance would really depend on is how PGI handles it from here. But of a neat thought is this, lets say you're a rifle man wanting to corner shoot from behind a building. Don't target anyone, and you can make potshots going straight out from behind the building.

Or be able to pull this final shot off again, which at the time was only possible due to delayed convergence and suddenly losing convergenc due to the wall in front of me.


I'm not able to find a really good Starsiege video depicting it.. But if you don't have a target locked, you had convergence to the reticle at whatever distance (and with so few objects in that old game, this usually meant it would converge about 800 meters away, where if you have the target locked it would converge at that range, regardless of whether you aim at the target or not). Starsiege had Mechs...well Hercs...that physically cloaked and became invisible, but it still worked there. Not sure why it couldn't be made to work here even with ECM.

This is actually going to be beneficial to autocannon and LBX use, as this means convergence would be more or less where you want it as you lead the target, making them more viable. Lasers would effectively be the same, but striking one person and then the next without changing locks wouldn't be as efficient.

Since targeting is a server side queue, perhaps f there is a time delay, this would standardize it as opposed to constantly trying to listen to the crosshairs for distance. Get a target beat, when the sensor data of equipment is given, simultaneously complete an accurate convergence calibration? This would also mean that readily known targets would be faster to converge for while unknown targets would take longer. Just might depend on how people feel on it.

Edited by Koniving, 04 March 2018 - 06:37 AM.


#85 Initium Thoth

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Posted 04 March 2018 - 10:20 AM

I'm glad JJ thrust for heavier mechs is being brought back in line with the lighter class JJs. I do not agree with obliterating pop-tarting.
I'm looking forward to Solaris. But I must admit I care more about Faction.

The decal (dee-cal) thing is cool but trivial in my view. Adding my own custom decals would be cool (but I recall why that wouldn't work from the plethora of porn decals in MW4).
I strongly disagree that there are "lots" of maps. Many of us that played MW4 through various incarnations know what it's like to have over 100 multiplayer maps to choose from. Telling us otherwise is silly. I get that the dev team can only focus on certain high return tasks. But letting the community build content would offload some of the weight and allow a rebirth of interest.

#86 Bonfor

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Posted 04 March 2018 - 11:27 AM

View PostMovinTarget, on 03 March 2018 - 06:49 AM, said:

You can't just pin it on torso twist... due to lag, slow graphics, any number of other factors, you can easily ger pinpointed before you realized you are getting shot...

...and thats for the people that KNOW how to twist...

My thought is that its almost a "focus" thing where if you can keep your reticle fixed on the same point long enough for convergence, you'll get pintpoint. In other words you have a cone, but it can get smaller if you have a steady, patient hand. It would increase difficulty of poptarting w/o killing it, it would create risk/reward scenarios for quality shots. It would make long range pinpoint harder without necessarily penalizing brawling.

View PostC337Skymaster, on 03 March 2018 - 08:45 AM, said:


There was a suggestion I saw, once, to have accuracy connected to your target lock (which actually fits with some of the books I've finally been able to read). Targeting Computers with target locks, range, all improve the accuracy of your weapons. Especially since IS now has their own targeting computers. It'd be nice if they got the tonnage restrictions in there with them, though.


I like the idea of some kind of variable focus system or target lock decay for maximum convergence, rather than a permanent random cone system.

#87 Vellron2005

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Posted 04 March 2018 - 02:07 PM

View PostArkhangel, on 03 March 2018 - 07:09 PM, said:

Rubellite's actually one of the best maps in the game. Sorry they can't be all icy maps so you don't have to learn how to manage your heat, pansy.


First of all, with an attitude like that, your name is a complete waste.. nothing angelic there..

Second of all, the map's design is simply not good.. the heat is just a part of it.. Then there's clutter, pathways and areas that nobody ever uses, and waaay too much cover..

It's simply a bad bad map..

#88 MechaBattler

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Posted 04 March 2018 - 03:13 PM

View PostVellron2005, on 04 March 2018 - 02:07 PM, said:


First of all, with an attitude like that, your name is a complete waste.. nothing angelic there..

Second of all, the map's design is simply not good.. the heat is just a part of it.. Then there's clutter, pathways and areas that nobody ever uses, and waaay too much cover..

It's simply a bad bad map..


Isn't that like every map though? There's plenty of areas that never see use on a lot of maps. That's a very common complaint about most maps.

#89 MrKvola

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Posted 04 March 2018 - 03:40 PM

View PostVellron2005, on 04 March 2018 - 02:07 PM, said:


First of all, with an attitude like that, your name is a complete waste.. nothing angelic there..

Second of all, the map's design is simply not good.. the heat is just a part of it.. Then there's clutter, pathways and areas that nobody ever uses, and waaay too much cover..

It's simply a bad bad map..

So, lemme guess... you like Polar Highlands, don't you.

#90 MovinTarget

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Posted 04 March 2018 - 03:59 PM

View PostVellron2005, on 04 March 2018 - 02:07 PM, said:


First of all, with an attitude like that, your name is a complete waste.. nothing angelic there..

Second of all, the map's design is simply not good.. the heat is just a part of it.. Then there's clutter, pathways and areas that nobody ever uses, and waaay too much cover..

It's simply a bad bad map..


Most good maps have evolving tactics. People get used to the same maneuvers, then some enterprising people decide to mix things up.

If you never have a variety of options, the map will stagnate.

Edited by MovinTarget, 04 March 2018 - 05:29 PM.


#91 Steel Raven

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Posted 04 March 2018 - 05:40 PM

Posted Image

View PostLuscious Dan, on 02 March 2018 - 12:54 PM, said:

I hope it retains the stance of the older incarnations, with the almost lunging legs as it moves. Those deep lunges get me every time.

Posted Image



... must be a qestion of taste because I really don't see one looking any better than the other. The mech has always been ugly as sin.

#92 MovinTarget

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Posted 04 March 2018 - 06:03 PM

View PostSteel Raven, on 04 March 2018 - 05:40 PM, said:

Posted Image



... must be a qestion of taste because I really don't see one looking any better than the other. The mech has always been ugly as sin.


Yeah, really... considering it may be the last thing your enemy sees...

#93 Audacious Aubergine

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Posted 04 March 2018 - 11:27 PM

Is the youtube archive up yet?

#94 Arkhangel

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Posted 04 March 2018 - 11:43 PM

View PostEd Steele, on 04 March 2018 - 12:15 AM, said:


There is enough support, the problem is PGI is only listening to streamers, Twitter and Reddit. Most people who play this game are older and have real lives and can't be on social media all day long.



I should talk to Russ, I drink more than him, I just can't afford the fancy stuff.

They're not just listening to streamers.... it's more they don't listen to whiners. there's plenty of people who are none of those things who are fine with 12v12. 8v8 got canned because there wasn't enough support among a majority of players IN GENERAL for it.

deal with it.

#95 Arkhangel

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Posted 04 March 2018 - 11:49 PM

View PostVellron2005, on 04 March 2018 - 02:07 PM, said:


First of all, with an attitude like that, your name is a complete waste.. nothing angelic there..

Second of all, the map's design is simply not good.. the heat is just a part of it.. Then there's clutter, pathways and areas that nobody ever uses, and waaay too much cover..

It's simply a bad bad map..

Might want to recall that in Revelation, Archangels aren't known for being "nice."

also, FYI, it's not that Rubellite is a bad map, obviously.... it's more the fact you're a pilot who's incapable of thinking outside of the box and using the map to your advantage. Rubellite's positive is there's actually about four different attack routes that i see used every time I'm there. compare that to, say, Polar... which has a grand total of about... one? or Caustic Nascarring? hel, 9 times out of 10, Tourmaline, 6/E Line.

Rubellite actually favors people NOT doing the same **** repeatedly BECAUSE of its clutter, verticality, and heat.

the Map isn't the problem. You are.

#96 Peter2k

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Posted 05 March 2018 - 01:01 AM

View PostSigmar Sich, on 03 March 2018 - 03:49 PM, said:

shield new players, coming with Solaris, from negative experience. Imagine, new player comes, plays Solaris, thinks "oh, cool game. What else it have?" and clicks Faction Play... And quits soon after.

Solaris will not be gentle to new players


View PostDRlFTER, on 03 March 2018 - 06:53 PM, said:

Are they increasing the # of decals you can put on a mech?


Me thinks to have heard/read that
I think 3 more slots

err
it should also be in the update on dropping 32-bit support?
https://mwomercs.com...ill-tree-respec
yeah its in there
also new mechlab is supposedly better at placing decals more precisely

View PostChristophe Ivanov, on 03 March 2018 - 06:21 PM, said:

Nice that they have this, Is there something that has captions or written text? Ya know some of us have a hearing loss. Posted Image


https://www.reddit.c...duction_update/

Edited by Peter2k, 05 March 2018 - 01:17 AM.


#97 Nesutizale

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Posted 05 March 2018 - 05:53 AM

View PostPeter2k, on 05 March 2018 - 01:01 AM, said:

Solaris will not be gentle to new players


Yah I think that too except there would be a stockmech league where people can play the trail mechs without faceing Solaris optimised builds piloted by experianced players.

Even with a good pilot a trailmech will have a hard time against an optimised build. I would say that it would come to an experiance, for the stock player, similar to going into FP with a stockmech.

I hope PGI will have some rules or other idea in place to ease the pain for new players or even players with a new account.
I could imagne that people who have seperate accounts for Clan/IS will also create an extra account for Solaris. Since there aren't 11 other teammembers to shield you that could mean you get hurt a lot in the beginning.

So something like a stock-league or limiting participation to fully skilled mechs might be something. Well they said that it would be possible to play Solaris only, so I hope they have taken new players/accounts into consideration and not just went with "old players" can now switch to Solaris.

#98 Ripper X

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Posted 05 March 2018 - 06:31 AM

Solaris matches will be based on ELO. Players will be matched with similar level players. Not at first of course.

#99 Peter2k

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Posted 05 March 2018 - 08:03 AM

View PostRipper X, on 05 March 2018 - 06:31 AM, said:

Solaris matches will be based on ELO. Players will be matched with similar level players. Not at first of course.

yeah I can see it now, trolls are not going to make new accounts to ruin new players games in Solaris, only QP

btw

I'm sure PGI will get around of making it good enough for new players, but we are trusting in a company that said the MM and more importantly the tier system is working as inteded

ELO when we had it was not that great either, it was better though
its not just how the ranking/tier/sorting is named, its the math and the stats that flow into that will matter
PGI has, in my opinion, not shown they know about such things

I'm fine with wait and see, but I'm not going to hold my breath

to top that off
in my experience for 1v1 matches, you use quite different lines of thinking to build your mech compared to normal QP
while a VET usually has the c-bills, it might not be very friendly to new players to rebuild or buy 2 mechs for 2 different ques

Edited by Peter2k, 05 March 2018 - 08:09 AM.


#100 MovinTarget

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Posted 05 March 2018 - 08:55 AM

ELO will hopefully be a better indicator wjen in 1v1 or 2v2... so many variables in a 12v12 match...





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