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.
Quicksilver Kalasa, on 11 September 2018 - 02:42 PM, said:
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.
The above exchange, I think, gets to the root of what I see as both the disconnect between what Chris is advancing as the idea of "balance" and what many of us see as the un-funing of MWO, as well as what he sees as encouraging player choice and we see as the vanilification of the game.
I keep coming back to mechs like the Black Knight, Grasshoppers, Wolfhounds, and other for all intent and purpose single weapon or at least weapon type mechs, and yet there are other chassis of similar respective weight and that can also run similar load outs Each chassis, with several variants, that by themselves are pretty much the same, and still others that can do the same thing.
Once upon a time many of these variants had what I would have called "flavor" quirks: ERPPC specific quirks, PPC specific quirks, ML specific quirks, ERLL specific quirks, etc. When skill tree arrived, Chris and the balance team decided that these quirks were either "unacceptable power creep" or interfered with player choice by "forcing a player into a single optimized build in order to be effective". So now we have a bunch of nearly identical variants between multiple chassis with small and often irrelevant quirks so as to prevent them from falling into some dastardly niche, and according to Chris, supposedly encouraging players to do all sorts of wondrous things in our "deep" mech lab.
That's bunk. It's the illusion of diversity and choice.
In this resultant system (and keep in mind Chris has stated that we need to further reduce quirks both generally, and specifically up above in his second post) the quirks become irrelevant (even if they still exist once Chris has his way according to his intent as stated in the OP) and only things like hard point number and height along with hit box idealization, profile, etc. will define which one (maybe two) of these numerous mechs are "the meta" since they all run the same thing with no real "flavor" (or depending on Chris's mood, undesired power creep and diversity killing quirks). Which of course means that mechs with low hard points, or fewer hard points, or worse hit boxes, etc. than others are now essentially irrelevant and may as well cease to exist all because rather than having a niche (however limited) encouraged by real and substantive quirks; they instead have no niche, no role, no effective place in the game at all.
The result is that player choice is saved at the cost of any actual diversity of choice. We can now all play the one variant of the one mech that sucks the least (using the least weak weapons, and change them as PGI continues to vanilify those as well) and leave the 23 other variants and chassis with 6E, or 8E, or whatever hard points, sitting in our "deep" mechlab un-played because there is absolutely no reason to.
That isn't diversity, or encouraging player choice. That is killing the fun of playing more than a handful of mechs.
Edited by Bud Crue, 12 September 2018 - 03:07 AM.