Solaris= The Biggest Waste Of Money Ever
#1
Posted 26 January 2019 - 03:53 AM
#2
Posted 26 January 2019 - 04:02 AM
#3
Posted 26 January 2019 - 11:34 AM
1. Knockdowns added then removed because paul made a great bowing pin
2. IK. Removed...Because coding is too hard.
3. ESCORT...We can't show how horrible we are in that we can't even make a mech go down a path while we try and pre-order our AI filled game.
4. TRANSVERSE.
5. Gold Mech skin at $500 per mech.
6. Ghost heat.
7. REscale the lights into oblivion.
8. Long Tom.
9. Seven divisions for a 1 vs 1 and 2 vs 2 game mode.
10. Central feature with choke map lanes moba design in an arena shooter.
#4
Posted 26 January 2019 - 11:48 AM
Brizna, on 26 January 2019 - 04:02 AM, said:
They could salvage a lot of the work that went into Solaris 7 by creating an 8v8 or 12v12 "Solaris" mode and expanding on the MM infrastructure to properly allocate 'Mechs by pilot ELO and division to each team.
But no, it won't happen.
#5
Posted 26 January 2019 - 12:07 PM
JediPanther, on 26 January 2019 - 11:34 AM, said:
6. Ghost heat.
Not a waste at all. It is in fact the most labor efficient method of dealing with large pinpoint alphas that have been part of first person MechWarrior for over twenty-five years. The only ways of attacking pinpoint is either a cone of fire or random hit tables. Notice that no company in the history of first person BattleTech has gone this route. Do you think that is coincidence?
With a clean slate they could have chosen any fire mechanic they wanted to for MW5 and did not choose the above. I assume you are one of two opinions, either alphas should be unlimited or there should be spread. Please declare where you stand.
Edited by Spheroid, 26 January 2019 - 04:08 PM.
#6
Posted 26 January 2019 - 12:55 PM
Brizna, on 26 January 2019 - 04:02 AM, said:
A majority of Solaris fights where there isn't a fast light/medium involved turn into pure DPS fights, where it's a matter of who has the better build, who fired the first shot, and who has the better aim. There's as much depth and complexity in an entire Solaris match as there is in the first 5 seconds of a typical 1v1 fighter.
Like once you involve faster mechs like Arctic Wolf, Wolfhound, and Assassin (not Piranha, Piranha is cancer), you start to see more complex positioning and conditioning, and occasionally you get some weird mind games with heavier mechs. Such depth is more the exception than the norm though.
#7
Posted 26 January 2019 - 01:23 PM
The design issues with the gui were never fixed. The launcher issues with 7 buttons was never fixed.
#8
Posted 26 January 2019 - 03:03 PM
#9
Posted 26 January 2019 - 03:29 PM
Jackal Noble, on 26 January 2019 - 03:03 PM, said:
What's frustrating is that it was a very, very small crowd who liked 1v1s, and they already had an outlet for that through private matches. Yes, those took memberships, but all the more reason to keep it like that. Forget all the ridiculous buckets within another bucket, private matches also removed all the fuss ohf match making and mech/loadout hassle.
#10
Posted 26 January 2019 - 03:32 PM
Jackal Noble, on 26 January 2019 - 03:03 PM, said:
Oooo...lets give it a shot:
So Russ said that a map in this game cost PGI $250K each. We got how many maps with Solaris? Lets see...Cave, Colosseum, the forest one, the factory, the Ice one...and I think one more, but for the life of me I can't remember. So anyway, lets call it 6 maps at 200K each (they are small so lets give a discount). That right there, is $1.2 Million just in maps.
The little intro animations must have been another couple hundred grand right (those lil spiders on Caves don't animate themselves); and of course the GUI where we get to select sponsors, and which tier we want to play must have cost serious cash in programing time...let's say 4 people dedicated for a year at 75K each, for another $300K. So were up to $1.7 mil. Duncan Fisher voice overs probably cost them another 50K. Chris's dedication to balancing the divisions (which is just awesome given all the diversity) must cost some portion of his salary, so lets add another 50K. Which gets us to $1.8 million.
Add another 200K for all the folks putting together events, seasons and rewards, the folks they hired to actually take the time to reprogram how flamers work and redo the functionality of consumables, redo the website to add "Solaris 7" to all aspects of the game, and all the rest, and we get to a clean $2 million bucks for a mode that as embodied, no one asked for and few play.
If only they had blown 2 million bucks* on paying a statistician who understood how to deal with outliers and maybe hiring a couple of comp guys to give them advice regarding balance and game play mechanics.
*What's sad is that i am being conservative. They probably spent a hell of a lot more.
#11
Posted 26 January 2019 - 03:35 PM
That crowd inspired me to never touch solaris again, even for events.
#12
Posted 26 January 2019 - 03:39 PM
#13
Posted 26 January 2019 - 03:44 PM
Brizna, on 26 January 2019 - 04:02 AM, said:
I have an idea (edit: as to one of the reasons it was fundamentally flawed) which I shared pretty early on.
Note that the Solaris VII we have...sounds nothing like this.
Interesting battles that are not so much one on one matches, but challenges against both the opponents AND the environment AND "fan flare" (things thrown in to make it fun for the fans, sometimes by the fans...in our case the spectators).
Edited by Koniving, 26 January 2019 - 03:46 PM.
#14
Posted 26 January 2019 - 03:56 PM
Koniving, on 26 January 2019 - 03:44 PM, said:
I have an idea (edit: as to one of the reasons it was fundamentally flawed) which I shared pretty early on.
Note that the Solaris VII we have...sounds nothing like this.
Interesting battles that are not so much one on one matches, but challenges against both the opponents AND the environment AND "fan flare" (things thrown in to make it fun for the fans, sometimes by the fans...in our case the spectators).
Holy crap source material not read again as PGI ignored it. Made their own. It works how well? Typical!
#15
Posted 26 January 2019 - 05:16 PM
i think what i would have done instead is to roll a much more robust custom game system with a lobby browser. then take all the lesser played modes and move them to that. find/create the match you want to play and join up. and when i mean robust i really mean robust. like give players control of everything, like match time, tonnage restrictions, whether or not to use a drop deck, or if you want infinite respawns, number of players (even asymmetrical games like stars vs lances), make all maps/modes available. like if you want to do a 1 life skirmish on boreal vault you could. and let players vote with their lobby settings and what games they want to join.
Edited by LordNothing, 26 January 2019 - 05:19 PM.
#16
Posted 26 January 2019 - 05:20 PM
Y E O N N E, on 26 January 2019 - 11:48 AM, said:
They could salvage a lot of the work that went into Solaris 7 by creating an 8v8 or 12v12 "Solaris" mode and expanding on the MM infrastructure to properly allocate 'Mechs by pilot ELO and division to each team.
But no, it won't happen.
No.. what Solaris should have been, based on the Solaris that was in MW3... was a free for all with five or six on the field at the same time.
#18
Posted 26 January 2019 - 05:28 PM
more proof that
1) solaris should be an event that happens maybe a few days per month
2) mwo is better when drunk
Edited by thievingmagpi, 26 January 2019 - 08:05 PM.
#19
Posted 26 January 2019 - 06:05 PM
HammerMaster, on 26 January 2019 - 03:56 PM, said:
Sarcasm aside, if some of this was done anything like the Solaris 7 maps as described, they'd have to make a number of game modes... and King of the Hill wouldn't be all that satisfying without knockdowns. One of the map typically has turrets hiding in the floors and walls. The mudpit... nobody could move well at all with no walls...that wouldn't be fun in MWO as unlike over there, we can fire everything at once with incredible accuracy...as opposed to how Solaris solved it.
Steiner's pretty interesting though, the walls will move, creating pillars, full walls, orchestrating mazes that change every 10 to 20 seconds, potentially lifting mechs in the air or sending them dropping to potentially their death [if moving too fast, raised up and you 'run off', or you're raised up and the kinetic energy of being hit knocks you over]. But again... this would require MWO to have physics while you're mech's alive...not just when you're dead (twin AC/20s hit so hard that a if a mech dies with a lot of overkill damage they can be sent flying short distances... so why not when alive?)
Though the coolest concept of all is Davion's map. It renders solid holograms and can recreate weather conditions, too. It can recreate any of the other maps as well as other things. Basically, you could set it to be the "random" map... And then the Colosseum would 'materialize' like VR coming to reality, or a slower buildup of the Star Trek holodeck. ...while not cheap to create the effect for I'm sure, just imagine if they only went the cheap route...and had it "create" MW2 style maps. Could've been a neat little place to experiment with "map generation". Given the lore, we wouldn't expect perfect maps and there'd be no memorizing the layout.
Anyway... Such is just how it goes.
#20
Posted 26 January 2019 - 06:24 PM
Spheroid, on 26 January 2019 - 12:07 PM, said:
Not a waste at all. It is in fact the most labor efficient method of dealing with large pinpoint alphas that have been part of first person MechWarrior for over twenty-five years. The only ways of attacking pinpoint is either a cone of fire or random hit tables. Notice that no company in the history of first person BattleTech has gone this route. Do you think that is coincidence?
With a clean slate they could have chosen any fire mechanic they wanted to for MW5 and did not choose the above. I assume you are one of two opinions, either alphas should be unlimited or there should be spread. Please declare where you stand.
I'd rather alphas be spread. Power creep is going to happen in the game no matter what but at least with spread damage you wouldn't hear of the double-tripile damage complaints of insta-gibed from a full ct to dead or instantly loosing part of your mech. that was why in cb with streaks went for nothing but the ct or when the K2's dual ac 20 or the A1's srm 6s builds were so bad and the pinnacle of highest alpha. Now you look at an alpha of 40 like nothing.
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