Chris Lowrey, on 11 September 2018 - 11:22 AM, said:
The challenge of this comes from the core role of the 'Mechlab, which is personal customization. In various Hero or role based shooters, kits are designer driven and locked in from the start specifically so they can fill in very precise niches within the game. Which is not something that we can really design towards because of the deep 'Mechlab.
You HAVE to, there is NO way around pigeon holing to ensure each mech has a place. You either accept that and do something like WoT and Pokemon comp and create tiers, you pull a LoL and bring in certain mechs just to change the meta up rather than actually try to balance, or you accept your fate that your business model is flawed and that it rides purely on nostalgia or to sell things once all the unique mechs are dried up.
Chris Lowrey, on 11 September 2018 - 11:22 AM, said:
While we can provide a handful of flavor quirks or attributes that "stack the deck" towards certain builds, at the end of the day, if we provide players to customize their 'Mechs the way they want to, we need to provide at least some semblance that they can customize their 'Mechs in a way that gets them the roles they want to play.
Then you are doomed to fail, full stop. Mechs are ALWAYS going to be slighted towards certain roles, trying to make sure a mech can play all roles aptly, especially in a game with 500 variants, is just an exercise in futility especially with customization as open as it is compared to the more restrictive mechlab that was MW4 (an iteration of Mechwarrior that the original MWO devs basically pretended didn't exist and learned NONE of the lessons FASA seemed to learn between 3/Vengeance/Mercs).
Chris Lowrey, on 11 September 2018 - 11:22 AM, said:
Basically, if the option is there to do it, while it may not be the "optimal" way to play a 'Mech, the 'Mechs need to perform at least "well enough" for players to experiment and feel rewarded for experimentation or personal play-style preference. Even if it goes against the core role of the 'Mech from the fiction.
Then you have the wrong focus, the focus shouldn't be on experimenting builds on the same mech, but trying other mechs for different playstyles. Otherwise you end up with the current scenario, where certain chassis' are just better at roles than others.
Chris Lowrey, on 11 September 2018 - 11:22 AM, said:
This happens at the high end as well, there are a number of 'Mechs that have "traditional" roles in the fiction much different from their "Meta" roles in the game. The Griffin for instance in the fiction is a well armored Sniper meant to be somewhat mobile to "keep it's distance" from the enemy, but due to the hardpoint system, and the well armored and mobile nature of the base frame, most long term MWO players would probably classify the 'Mech more as a brawler then a sniper, despite it's polar opposite role in the fiction.
Its classified as a brawler because it can mount a bunch of SRMs, and because 100 different mechs can mount 2 PPCs and 5-10 can do that better. This is why having as open of a mechlab and not pigeon-holing mechs has come back to bite you and its why the Stalker was better than the Awesome at everything it could do until quirks came around.
Chris Lowrey, on 11 September 2018 - 11:22 AM, said:
The thing is if we lean heavily towards defined roles, we would more then likely keep more to the traditional roles in the fiction
The problem with fiction roles, is that many mechs were designed either as crappy versions of other mechs, better versions of older mechs, overlapping roles, or roles that just don't make sense in context of an FPS. I get the idea of trying to maintain the
spirit of a design, but if the spirit of the design is to be the 50 different mech that carries LRMs and MLs I think its time to re-imagine that mech.
Chris Lowrey, on 11 September 2018 - 11:22 AM, said:
We are fine pushing these attributes when we feel that they won't break the core customization aspect of the 'Mechlab, but any change we push can't be at the expense of player performance for building in a different direction or even minor deviating from the meta builds taking a nose dive if you don't adhere to very specific build guidelines. If the game was designed like a typical Hero shooter, Team based game with "kits," or even a Moba like hero design philosophy where the player options are severely limited to play into the designed role of the Avatar, that would be one thing, but as long as the 'Mechlab allows for full customization and player personalization into the role that THEY want the 'Mech to play as, there is thin line to walk between providing appropriate flavor quirks to "nudge" them into the roles the 'Mechs traditionally play into, but still provide enough wiggle room to not stand in the way of players who do want to take their designs in a completely different direction.
First, I'm not sure where you are coming from with this idea of "kits" I assume its from LoL, which I'm not talking about. Hell we could bring up TF2 which was sort of a precursor to games like Overwatch and R6 Siege more than LoL was. Maybe Overwatch tried to bridge the idea of class based shooters and the personality of MOBAs, but I don't really care. That said, yes, I am suggestion more limited customization than the almost free range we have currently because free customization does not mean depth. Experimentation still happens at a higher level, it just isn't the floundering around like a majority of these players choosing between multiple bad choices and not actually learning from it (ie there is a difference between experimentation to learn the rules of the game and experimentation around the depth of the meta).
For example, take Dead Space or Halo where one of the best weapons in the game is the first one you get. When you started playing the game you probably didn't realize that but through playing the game you learn that. That's experimentation to learn the rules of the game, you have context as to why that weapon is better than the rest (but you may not have the ability to articulate that reason), but you still learned. In this scenario, once you've learned that, there is no real depth to the meta. You basically stop experimenting until a new scenario comes around that forces you to adapt. This is the problem with focusing way too much only early on experimentation (which in open customization there is a lot of) and not enough on the upper end experimentation, the end-game has a different feel and is a lot less engaging.
Edited by Quicksilver Kalasa, 11 September 2018 - 02:50 PM.