Latest Mw5 Trailer But More So The Co-Op Videos
#1
Posted 02 December 2018 - 10:07 PM
That said, Things I can't help but comment on in hopes there's opportunity for improvement.
1.) Inverse Kinematics (IK) - While IK appears in play... Much appears to be the same low quality movement in MWO. I would hope that MW5 might incorporate more than one movement animation and that tonnage might actually translate into different gates.
2.) Terrain deformity - We have 10 minutes of battle on a farm field and while I do appreciate the small fires... Not one piece of vegetation is laid flat. You have the Unreal engine and this is 2018, titles from last year can manage this surely this is not to much to ask for.
3.) Ported assets - I fully appreciate the soft operational cost savings of pulling assets from MWO into MW5 but don't be lazy... IS mech are not modular and the continuation of using modular model design when you have opportunity to remedy would be an outright shame. Gun arms of mechs like the Dragon, Centurion, etc. Should be re-modeled to their original design.
In an interview, Russ indicates because of the nature of MW5 many aspects can be coded for "fun" value versus the grognard neck beard number crunching (okay... I'm paraphrasing and embellishing). "Fun" is as much if not more so a visual thing as it is a play mechanic. If things don't look right or feel right... there is opportunity for fun to be lost IMHO.
We shouldn't have to wait for the game to be released and invested modders to fix picayune things like these things...
#2
Posted 03 December 2018 - 01:03 AM
#3
Posted 03 December 2018 - 05:39 AM
More thudding sounds when walking, making some screen shake on really sharp turns for fast mechs to represent the change in momentum.
Some rocks or dirt flying into the air when projectiles/missiles hit the ground instead of just the explosion/fire. Think of those war movies where debris keeps falling from the air when a place is being bombed or hit with artillery.
I would much prefer streaming missiles over all of them firing in that same stiff flight pattern. The damage of weapons on terrain seems temporary which makes it feel like it didn't really have any impact.
#5
Posted 03 December 2018 - 07:32 AM
Maybe not by me, though.
#6
Posted 03 December 2018 - 07:43 AM
Edited by SirSmokes, 03 December 2018 - 07:50 AM.
#7
Posted 03 December 2018 - 07:50 AM
Alexander of Macedon, on 03 December 2018 - 06:28 AM, said:
Trailer.
20 minutes of spud-tier co-op gameplay from the stream.
thx for the 2nd video. Wanted to see if there is a Cokpit like in mwo in the game. Hmm yeems to be as in mwo with FOV set to 0. hope we can adjust the FOV like in MWO to see more from the Cokpit.please please please please( sends a prayer up)
#8
Posted 03 December 2018 - 07:56 AM
SirSmokes, on 03 December 2018 - 07:43 AM, said:
If you think the AI will be more complicated than "walk towards player, attempt to circle strafe so it can shoot their back", then you are crazy.
#10
Posted 03 December 2018 - 08:41 AM
#11
Posted 03 December 2018 - 09:00 AM
#12
Posted 03 December 2018 - 09:32 AM
#13
Posted 03 December 2018 - 01:37 PM
Jon Gotham, on 03 December 2018 - 08:41 AM, said:
Ehh, granted I haven't dropped in MWO in a while, but playing since 2013, and having seen the players I have seen, I'm not convinced AI can be worse then your average Saturday MWO match.
At least my AI wingman wont shoot me in the back I hope.
#14
Posted 04 December 2018 - 01:19 AM
Edited by Old MW4 Ranger, 05 December 2018 - 08:36 AM.
#15
Posted 04 December 2018 - 09:51 AM
Jon Gotham, on 03 December 2018 - 08:41 AM, said:
The mech AI looks fine. Saw a bit of difficulty in AI pathfinding in the city, but players do far worse at times.
What makes the mechs devious or dumb is the mission scripting. Mechs have ranges to acquire the player on sensors. Mechs can patrol or guard. Mechs are in radio contact to other allied mechs in their radio grouping. That's all in the mission script (usually, I don't really know MW5 script). Now it's how those tools are used that will determine how smartly the mechs react to the player. Say they retreat to guard the mission goal after losing a few mechs and call in their buddies to help. Now you have to chase them down or face a really hard battle later, etc. Now say that goal is moving and you have to catch it before it leaves the area. Now those same mechs look almost human, very elite anyway.
Missions are always in progress till the game releases so we'll just have to wait and play the game to find out.
#16
Posted 04 December 2018 - 09:56 AM
#17
Posted 04 December 2018 - 01:54 PM
Quote
also Russ Bullock
Will there be any multiplayer beyond the co-op, or will that be something people could mod in later?
I won’t be giving away any secrets about future or possible future updates to MW5. As to the initial release of MW5, yes, it’s a single player/co-op PvE experience. I suppose it might be possible for mod teams to put in basic PvP gameplay but nowadays PvP experiences are extremely complex undertakings that now are no longer viewed as a throw-in to every FPS product. A proper PvP experience like MWO has a central database and server infrastructure that controls and even simulates server authoritative hit detection. MW5 won’t have that kind of infrastructure upon release and 100% of our development time is going into making the best PvE game we possibly can. Who knows how future plans for MWO might evolve.
https://www.gamingne...ries-Interview/
und polygon
https://www.polygon....ull-mod-support
MechWarrior 5: Mercenaries’ campaign will begin in the year 3015 in the game’s timeline and stretch for 35 years. Full mod support means players can “customize their own missions, contracts, planetary systems, biomes, and much more, via powerful toolsets and Steam Workshop integration,” according to a news release.
Mod support with restrictions ....
zum Full Mod support
interview with Alex Garden:
Quote
JB: MechWarrior 5 is planned to have a beefy modding system. What is it about fan modding that is attractive to developers? Where do you think there must be limits and where do you feel there must be encouragement?
AG: For me personally, the attraction to modding as a developer is intrinsically linked to my attraction to modding as a player. As a developer I know we can’t do everything under the sun; we can (and should) only take certain systems so far, both to keep development time under control and to work toward building something with a vision that’s attractive to a wide range of people. Modding can provide a game with a great deal of additional longevity because it empowers creativity and freedom in its players, which is always a good thing. As both a player and a developer, that’s valuable to me.
MechWarrior is also amazingly well suited to mod support. The world is so deep, the systems so complex, being able to provide tools to the community for unlocking even more of its potential is exciting.
That said, there always need to be limits, purely from a technical, development-focused standpoint. A lot of the core systems are deeply embedded in code and are not easily exposed to ‘clean’ modding. We need to ensure the game isn’t going to fall apart at the drop of a hat because we unnecessarily exposed a vital piece of its skeleton. The goal is to provide as much room for creativity and expansion for the players as possible, while ensuring the core pillars of the game – and its stability – remain intact.
Edited by Old MW4 Ranger, 04 December 2018 - 01:55 PM.
#18
Posted 05 December 2018 - 04:04 AM
Alexander of Macedon, on 03 December 2018 - 06:28 AM, said:
Trailer.
20 minutes of spud-tier co-op gameplay from the stream.
I have to say, that looks great.. Although, the buildings look to be made of paper.. In my opinion, they need to be able to take much more punishment, and not break up so completely..
Also, they need to slow down a mech more as i goes through a building..
One question presents itself.. if buildings are so flimsy, how are we gonna Jump Jet on top of them and not collapse?
#19
Posted 05 December 2018 - 05:18 AM
#20
Posted 05 December 2018 - 08:35 AM
Edited by Old MW4 Ranger, 05 December 2018 - 08:36 AM.
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