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Mwo Why Is It Not Great?


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#81 Greyhart

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Posted 21 February 2019 - 05:09 AM

View PostJyrox, on 21 February 2019 - 02:38 AM, said:

Greyheart isn't very good at understanding the game mechanics.

Small Pulse Lasers are the best lasers going.





So you'd run a direwolf with nothing but small pulse lasers?

The point is that hardpoints are a resource but the game mechanics treat a small laser the same as a large laser.

Just off the top of my head you could change hard points to describe what can be put there:

Laser hard point becomes a Mega-Watt capacity so a SL requires 1MW and a Large laser requires 5MW. so in a 5MW hard point you could put 5 SL or 1 LL. Or you could have 5 1MW hardpoints so only SL could go in them.

Missiles could be done by tubes.

not sure about ballistics - barrels, caliber, feed rate? whatever.

Sorry that is really off the top of my head whilst typing.

#82 kf envy

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Posted 21 February 2019 - 07:18 AM

View PostGreyhart, on 21 February 2019 - 05:09 AM, said:



So you'd run a direwolf with nothing but small pulse lasers?

The point is that hardpoints are a resource but the game mechanics treat a small laser the same as a large laser.

Just off the top of my head you could change hard points to describe what can be put there:

Laser hard point becomes a Mega-Watt capacity so a SL requires 1MW and a Large laser requires 5MW. so in a 5MW hard point you could put 5 SL or 1 LL. Or you could have 5 1MW hardpoints so only SL could go in them.

Missiles could be done by tubes.

not sure about ballistics - barrels, caliber, feed rate? whatever.

Sorry that is really off the top of my head whilst typing.

NO just no. that is a horrible idea

#83 Tesunie

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Posted 21 February 2019 - 10:00 AM

View PostGreyhart, on 21 February 2019 - 01:52 AM, said:



For balancing in match maker barring some estimate of player skill the use of weight is the problem.

I am at a loss as to why they don't allocate a battle value to every mech and competent so that the deployed mech has a value based on what is in it and what the mech is. 100 ton mech with 1 small laser is not the same as a fully equiped mech.

Then balance the teams on battle value and player skill.

Player skill is always going to be an ify criteria and therefore a robust method of valuing the mech is needed.

Battle value can then be adjusted on a regular basis and used for FP rather than tonnage.


Now we have to go back into which game mode you are referring to, as well as player base.

If we are in QP game mode, it will try to pair corresponding weights weights on each side. If one side has three assaults, the MM will attempt to find three assaults for the other team as well (within the same PSR tier bracket).
If we are in GP, you are restricted by tonnage limited the more players that are within your group at the time, then try to pair you with other players from an average of your PSR ranks, but here GP is very loose on it's match making when related to PSR. This is typically because it's got fewer resources to pull from.
In FP there is no MM, in part due to limited resources to make teams by, as well as it's intended "hard mode". You are suppose to drop in FP in groups. Drop decks are limited by a set tonnage cap, so as to prevent too much armor/health from being on the other side as well as to encourage multi-role/tonnage spread from a single player.

I will remind that a lot of players have requested (demanded) that MM balance via tonnage. This was as requested as Skirmish game mode (and just like Skirmish, people complained about it as soon as it was implemented. In Skirmish, people complained that PGI should have done something to prevent players from hiding at the end of the match to "drag the match on needlessly". In this case here, we got tonnage balance, people don't like the restrictions (depending upon queue mode), and complain and now want a different system.

The ultimate problem with a battle value is the same problem that it had with BT, how do you rate each individual component? BV systems make it very hard to alter a gear's performance on an individual piece, as because as soon as you adjust something it's old value is incorrect and you now need to assign a new value. Then you need to consider some multiplier for specific weapon combos that are powerful together but not when apart, and some multiplier when weapons are boated in mass quantity... not to mention that the point of balancing gear is to have every piece of gear valid and equal (but different) to every other piece of gear.

BV also wouldn't consider player skill abilities within specific types of mechs and mech classes. BV will rank almost every light mech as very low numbers, and most pilots struggle using light mechs. However, an ace in a light mech can wreck face. In my specific case, I tend to perform well with medium class mechs over other classes (or mechs that perform similar to a medium mech), and benefit more from JJs compared to what I've seen of other players. An Assault mech may have more BV (because of number of gear it can take), but my performance would be (on average) worse in any assault mech compared to a much lower BV valued medium mech.

Trust me when I say I would love a BV type system and I do see it's potential strengths, but it also would have a lot of weaknesses and would be a lot of work to actually create and maintain, and it's actual value/impact on the game itself may be more limited than either of us may believe.

View PostBud Crue, on 21 February 2019 - 02:13 AM, said:

PGI may have tried in the past, but they are no longer tying at all these days, and that according to Paul is intentional. I don’t recall which NGNG twitch-cast-episode-thingy it was but a while back when complaint was made about the tier system and the resultant horrid MM system, Paul said (I’m paraphrasing here): “The system is working as intended. It is designed to keep truly new players away from the more experienced population and nothing more.” So, no, they are not trying to make a system that provides “proper match balance”, they are not trying at all.


The remark was that PGI never gave it a try to balance via any form of reasonable MM. As mentioned, PGI has obviously tried to create a reasonable MM system, several times.No matter what system may be adopted, people will complain about it and say it's not good. I see it in every game with forums that I play. I know of one game (Monster Hunter) where they announce this great patch of fixes, and people complain because "this exact resolution that you don't have to play the game on is still buggy, fix it". I mean, they could correct every other bug in the game, and people will still find a way to complain about something, even if it's completely trivial and easily bypassed.

I might also mention, PGI has been working on trying to balance gear, as they already have a MM system. It may not be perfect (I think it's better than Elo, but still too dependent on winning rather than just match performance, with not enough ways to go down... unless you of course lose a match...), but it is in fact a MM system and it does it's job of separating the different skill/experience levels. The hardest tier to play in though is T3, as they get dropped with anyone.

Sadly, just about any MM system put into place is most likely still going to reward selfish game play (personal glory) rather than teamwork... but player skill is probably one of the hardest things to place into a formula to use for any equation. You can't just look at someone and know how well they are going to play. You can't even look at end of match scores to necessarily get that information (because sometimes you take a hit for the team to get that victory). We humans can be rather unpredictable things, and any numbers crunched on us can be ruined by many things. (Played poorly because I'm in pain/sleepy/distracted/failing hardware/sick/etc. I played well because I got into a zen moment/got a new computer/replaced my mouse/upgraded my internet/figured out how this weapons work/had really good luck and was in the perfect spot this match/etc.)

I think this may be a case of "If it ain't broken, don't fix it". PSR may not be perfect, but for the moment it's not broken either. It seems better than Elo use to be, and it does try to divide players into different groups based on match performance. If anything, my only large critique on the system is it's reliance on win/loss modifiers, where a perfectly average match performance (250-300ish) can still see a reduction of PSR on a loss, but be an plus on a win. Or that an abysmal match of less than 100 can be an equal result on a win, and a reduction on a loss... I think if they adjusted this facet of PSR MM that it could really improve as an overall system.

#84 Warning incoming Humble Dexterer

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Posted 21 February 2019 - 01:24 PM

View PostTesunie, on 20 February 2019 - 08:30 PM, said:

Give it a try... Give it a try... Please. Explain this more. Give it a try... What would, perhaps, might that include?

Well look at World Of Tanks, it's ~100% pay to win, BUT the premium pay to win players are spread between both teams, not all packed in the same group and stomping over everyone else, so the average World Of Tanks match is in fact a lot better balanced then any of the daily MWO stomps are.

Some ways MWO could improve it's FP match balance :
- Separate group queue from solo queue, and let the players decide which queue they want to queue for, instead of forcing the group queue on everyone.
- Restrict group play to some parts of the week.
- Limit the size of groups : In World Of Tanks the group limit is ~3 players.
- Remove grouping from Faction Play : Leave 12-player groups to Competitive Play.
- Give players the option to individually opt out of group play. Just a checkbox to tick that gets yourself excluded from group matches.
- Give Faction groups a bonus or penalty, based on their individual player's FP stats.

There's a whole lot of options to choose from, but not one to be seen.

Edited by Humble Dexter, 21 February 2019 - 01:26 PM.


#85 Tesunie

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Posted 21 February 2019 - 02:19 PM

View PostHumble Dexter, on 21 February 2019 - 01:24 PM, said:

Some ways MWO could improve it's FP match balance :
- Separate group queue from solo queue, and let the players decide which queue they want to queue for, instead of forcing the group queue on everyone.
- Restrict group play to some parts of the week.
- Limit the size of groups : In World Of Tanks the group limit is ~3 players.
- Remove grouping from Faction Play : Leave 12-player groups to Competitive Play.
- Give players the option to individually opt out of group play. Just a checkbox to tick that gets yourself excluded from group matches.
- Give Faction groups a bonus or penalty, based on their individual player's FP stats.

There's a whole lot of options to choose from, but not one to be seen.


Okay. So we are only dicussing MM for FP (which has been announced as not having one because it's suppose to be more "end game" content, and is suppose to be harder to play).

- Tried that. Mentioned later in reference to another point.

- So... You want people who play in groups to have to schedule their game play? Yeah... That will go over well. "I'm sorry. You can only play with your friends on Mondays and Wednesdays."

- We at one time had a group limit of 4 (in solo queue, before dedicated group queue or FP existed), with the rest being either other groups or solos (all one queue bracket). This was found... wanting. It had two problems:

1. A single four man premade could literally determine a whole match against a team of solos, or even if the other team had a premade team of their own... The Premades dictated the matches.

2. Many people wanted to play in larger groups beyond four players. Nothing is worse than having to choose which friends you want to play with, and which you can't.



- Faction play is suppose to be "hard mode" where "teamwork makes the dream work". FP is suppose to be a game mode where teamwork is more important. Sure, FP isn't perfect, but it was once a lot of fun before the first map reset... If anything, we need more challenging objectives in FP, and a map progression that means more (AKA: Doesn't reset nearly as often, if ever). I might also want to mention, we've tried several different things on the FP queue over the years:

1. We have tried to completely separate groups from solos in FP. This lead to astronomically high match finding times, as well as problems getting all the pieces to fit together for proper matches. This lead to other issues, such as people fighting fiercely in the group queue, and yet in the solo queue was resulting in planets being lost.

2. We have tried to separate units from "unaligned members". This resulted in unit members dropping solo, and dropping against whole premade teams and their bunch of solo dropping unit members (from different units). AKA: Same problem, but ended up being worse.)


- We once again would fall into the same issue we had from the days when we had no real MM and people could play in up to groups of 4. If one side ended up being made of no premade groups, and a premade group dropped on the other side... Though an option to opt into groups as a solo might not be a bad concept overall... But like current FP, even if you provide a warning about it, people would then complain about being solo in the group queue and "failing horribly".

- Been suggested. Problem is coming up with a system to gauge said performance. Just like with PSR or Elo, it will most likely still have issues. Maybe it might solve some problems, but it likely would come with other problems of it's own. Plus, no one likes to be "penalized", and even if it's posted as a boon to one side, the other side will see themselves being penalized for it. This, is human nature.

#86 LT. HARDCASE

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Posted 21 February 2019 - 05:19 PM

This is like asking why a Ferrari isn't great, after you've handed the keys to a 5 year old.

MWO isn't great because the people running the show could never admit that they were inexperienced with online multiplayer, and in way over their heads, and they never brought in professionals with the type of knowledge that could right the ship. Why? Too proud, stubborn, spiteful, foolish? Make your own judgments.

I will say that the decisions made with this game have always reeked of people out to prove that they were right, more so than those of people who were genuinely trying to do what was best for MWO's player base. Now it could be that they are so inept that the two could be confused, but it's never quite felt that way, especially after public communications.

#87 Warning incoming Humble Dexterer

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Posted 21 February 2019 - 07:09 PM

View PostTesunie, on 21 February 2019 - 02:19 PM, said:

1. A single four man premade could literally determine a whole match against a team of solos, or even if the other team had a premade team of their own... The Premades dictated the matches.

2. Many people wanted to play in larger groups beyond four players. Nothing is worse than having to choose which friends you want to play with, and which you can't.



1. That's why you don't throw a twelve man premade against those same teams of solos, you throw a MatchMaker at the four man premades instead.
2. Plenty of things is worse then having to choose which friends you want to play with. Including nobody playing with anyone because the matches are so broken the only reasonable option is to sit FP out till the premades give up on queuing for Ghost Drops.

#88 Tesunie

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Posted 21 February 2019 - 07:55 PM

View PostHumble Dexter, on 21 February 2019 - 07:09 PM, said:

1. That's why you don't throw a twelve man premade against those same teams of solos, you throw a MatchMaker at the four man premades instead.
2. Plenty of things is worse then having to choose which friends you want to play with. Including nobody playing with anyone because the matches are so broken the only reasonable option is to sit FP out till the premades give up on queuing for Ghost Drops.


So you want it to be 12 man vs 12 man only (good luck with those search queues) or solos and small groups playing together (as mentioned, we've done this before and it didn't work for QP, not to mention we did the groups vs groups and solos vs solos queuing for FP before, and it failed horribly), or to bring the supportive end game high skill content portion of the game down to lower levels of play? How many times do we need to do this before we recall we've tried it and it didn't work so well?

FP can use work. I don't think a MM is the issue with that game mode. All a MM (as you describe) would do to FP is make it into just another form of QP, and it's suppose to be different from QP, not the same. Then again, QP game modes and maps have entered into FP... Posted Image

I think FP should have more indepth and challenging objective play, rather than different forms of QP matches/maps. A mode similar to Escort (protect the convoy maybe) might be better placed in FP. (Convoys would respawn, and the objective would be to get X through. Gain bonuses for any additional convoys that make it. This would give a back and forth gameplay, and not an instant loss for a wave of mechs getting wiped.) Maybe even having several locations that need protecting, similar to incursion but with more separate bases. (This idea would need selectible drop areas, or a progressive map that shifts it's drop zone as one base is destroyed.) It's hard to come up and implement more complex mission modes for PvP though...

Basically, QP should be what we've already have. FP needs more work to create more variety (separate from QP modes) that benefit more from better team play and has more challenge overall for each side. Not to mention longer term objectives that aren't susceptible to being wiped and reset.

FP use to be a bussle of activity, until the first map reset. By the end of the second reset, a lot of people lost interest in "turning the colors of little dots on a map" as there wasn't any substantial gain when it just gets reset again... and again... and again. Talk to people from the first map and their war stories. You'll hear about "Purple Dragon Island", or "The squirting ketchup bottle". Maybe even catch a few people about the drawn out fight "The battle of Wazan". I mean, back then we had diplomacy. I can recall one story where Marik sent it's merc forces (my unit was one of those) to it's Combine allies to liberate the space around their capital from the Clans. Now? Now you don't get any of those moments. It's a mosh game mode and no one has diplomacy or any real activity since that first map reset, and certainly not since we went to a one bucket drop system (but even I have to admit that having a bucket for each house/clan lead to a lot of dead zones and ghost drops...).

All that back in the starting days of FP and it had no MM at all. So, I'm not so sure MM is the issue, and it's something else instead. All MM will do is make FP even more like QP than it already is.

#89 GeminiWolf

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Posted 21 February 2019 - 11:07 PM

Well my take on this thread is, blah blah blah blahblah blah blah. Thats about how important I feel this thread is.

#90 Tesunie

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Posted 22 February 2019 - 04:52 PM

View PostGeminiWolf, on 21 February 2019 - 11:07 PM, said:

Well my take on this thread is, blah blah blah blahblah blah blah. Thats about how important I feel this thread is.


You apparently felt it was important enough to create a post... Posted Image

#91 Tesunie

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Posted 22 February 2019 - 04:57 PM

In regard to the MM in relation to FP. In the Road Map for the upcoming months worth of updates:
Faction Play Update
- The Faction Play Update will be released with major changes to how Faction Play is activated and how the match maker will work. Additional items will be detailed as they come on line in the interim.

#92 Warhawke_

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Posted 22 February 2019 - 07:04 PM

Jesus....the whine is over 9000.


Yeah there are balance issues, and a cash shop that is laughable, but The main problem with MWO is the same problem with any Mechwarrior or Battletech game...the player base. Every Mechwarrior player and their ugly sister, is a self appointed expert who all have different opinions on what the game needs to be. PGI really can't get things right because there is no one right in the community.

Look I'm not white Knighting for PGI, they have there share of the blame, yes IGP was a greedy idiotic partner. that deserved the death by mediocrity it got...but you can only blame the former administration for so long. One of PGI's greatest sins has nothing to do with the mechanics or business model of the game. It is rather this whole lord of the flies social construct the company has fostered.

Weather it's on the forums, the bought and paid for definitely not corporate; (wink wink) twitch stream or at Mechcon we have what amounts to the Cool table at your local high school, and that more than anything has kept this game in the niche purgatory it has languished in for the past seven years, and this isn't a trifecta of Parana Games Harebrained schemes and Catalyst games fostering this childish idiocy, every bit of this nonsense can be laid at Parana's feet.

They don't honor the players of this franchise who came before them, in fact they treat them like ******** (as many of us who were at Mechcon the last couple years saw) and they put more stock in what one smarmy little Twitch shill who knows jack and ship about Mechwarrior, Battletech or sims in general than the guy who invented the damn game.

It's ludicrous and it has cost MWO and metric crap ton of players over the years.

So how should they proceed?

First off start showing the community some good will through offers and player appreciation. Maybe go pay a visit to Digital Extremes offices  and start modeling their ethical authoritative base.

Secondly take care of the no brainier balancing issues, like certain machine guns doing unrealistic amounts of damage. Also lose the E-sports dreams, E-sports is dead, it actually never was a thing and never will be a thing, have competitions, give away prizes heck even post videos of the on twitch, but this stuff will never be mainstream, no matter how much cash you pump into it.

Stop releasing Mech after Mech, yes we know you live and die by your cash shop, but every time you release a Mech you cause more balance issues  to an already terribly balanced game. At some point it's going to crash under it's own weight.

You have two representatives that operate your shill Twicth site.....tell the douchenozzle  to take a hike, no one likes him and he fosters zero good will with the community, the other dude is okay but honestly guys either have your own official twitch with actual employees or let like Digital extremes does or let the uncompensated fan community like Moadebe handle it.

As far as the game itself goes...after MW5 is released just rework MWO into the unreal engine, and approach it  like Guild Wars 2 PVP where you have a maxed out Mech that you can choose certain trait cards and scrap the confusing skill tree. Turn it into a lighter Stompy robot shooter and build the MW franchise form there. Yes a few snobs heads will probably explode, but I bet you money you aren't making a dime off them anyway.

Oh and one final thing, you can't claim that your con is a family event, when you show up on stage with one foot in the bag. Don't do that, your people will come across more coherent and professional and your fans will ultimately appreciate it more.


[color=#212121]


[/color]

Edited by Warhawke_, 22 February 2019 - 07:18 PM.


#93 Khobai

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Posted 22 February 2019 - 11:06 PM

View PostTesunie, on 21 February 2019 - 07:55 PM, said:

.
I'm not so sure MM is the issue, and it's something else instead. All MM will do is make FP even more like QP than it already is.


QP doesnt have a functional matchmaker either.

And yeah its definitely a problem when groups of good players can gang up on groups of pugs.

#94 Asylum Choir

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Posted 09 March 2019 - 06:18 AM

View PostHumble Dexter, on 20 February 2019 - 08:18 PM, said:

There's no such thing as a good playerbase...

But there is such thing as coming up with a proper match balance, and PGI should give it a try.

My mistake I'll correct "The attitude of the playerbase."

#95 VulcanXIV

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Posted 09 March 2019 - 07:53 AM

This kind of point-by-point thread wasn't what I was expecting. This game is in no way shape or form in a state to even possibly rework a single one of your points--hell they already tried and failed HORRENDOUSLY (multiple times with heat).

This would have been a more productive thread is it was another post bashing PGI's hardheadedness when faced with lukewarm reaction to a tepid implementation.

It's of my opinion that this game suffers exclusively from developer cold-feet.

#96 Tesunie

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Posted 09 March 2019 - 08:25 AM

View PostVulcanXIV, on 09 March 2019 - 07:53 AM, said:

It's of my opinion that this game suffers exclusively from developer cold-feet.


My opinion is that this game suffered from two initial things, which shaped the future of the game's development.
1. IGP: Being the backer, they initially had a lot of say in the game's development, I think they are responsible for several things, such as the game engine. One of the biggest things holding this game back appears to be the engine type it runs on. They also forced the Clans into the game, and I believe PGI intended to have more Succession War era for the game (easier to balance for certain). They also are the one's who promised FP, but told PGI to work on other things. (If you can, read up what happened to MW: Tactics and what IGP did there.)
2. PGI's initial inexperience: Before this game, PGI had never worked on a game this large before. They also originally intended to create MW5, but could find no backers for the concept. So it went from a smaller project to a much larger scaled version. They didn't have much experience with multiplayer games, and/or developing a game while people were playing it as it was being developed.

I think in recent years, after IGP was unseated from the game, that PGI started to really make strides on this game. They really started to do good work, but had to continue with what they already had. I mean, you can't change a game engine at this stage in the game, and that seems to be a large hold up on some key features people want. Game engine is why we don't have a rear view camera or a proper Advanced Zoom, as the engine itself really doesn't like doing a camera screen inside the game screen.

Of course, this is my opinion. We all have opinions and are entitled to them.

Edit: Completed a dropped sentence.

Edited by Tesunie, 09 March 2019 - 08:27 AM.


#97 Greyhart

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Posted 11 March 2019 - 01:22 AM

View PostTesunie, on 09 March 2019 - 08:25 AM, said:


My opinion is that this game suffered from two initial things, which shaped the future of the game's development.
1. IGP: Being the backer, they initially had a lot of say in the game's development, I think they are responsible for several things, such as the game engine. One of the biggest things holding this game back appears to be the engine type it runs on. They also forced the Clans into the game, and I believe PGI intended to have more Succession War era for the game (easier to balance for certain). They also are the one's who promised FP, but told PGI to work on other things. (If you can, read up what happened to MW: Tactics and what IGP did there.)
2. PGI's initial inexperience: Before this game, PGI had never worked on a game this large before. They also originally intended to create MW5, but could find no backers for the concept. So it went from a smaller project to a much larger scaled version. They didn't have much experience with multiplayer games, and/or developing a game while people were playing it as it was being developed.

I think in recent years, after IGP was unseated from the game, that PGI started to really make strides on this game. They really started to do good work, but had to continue with what they already had. I mean, you can't change a game engine at this stage in the game, and that seems to be a large hold up on some key features people want. Game engine is why we don't have a rear view camera or a proper Advanced Zoom, as the engine itself really doesn't like doing a camera screen inside the game screen.

Of course, this is my opinion. We all have opinions and are entitled to them.

Edit: Completed a dropped sentence.



This I think is true.

The concept that PGI wants to make a game that falls short is illogical. We all know that games come out that are buggy, broken or just bad, even big studios with lots of resources do it.

I think at the start PGI was inexperienced and messed around with. Some bad choices were made and have hampered the game. The idea that it should simply be an arena shooter with only teams and no or limited re-spawn have limited the scope. Clearly the engine is a limiting factor now, although I don't think they could've predicted that.

As to why make the post? Well we are all here because we like mechwarrior and MWO does somethings right. Clearly with MW5 in a new engine there is scope to produce something new learning from the mistakes of the past.

Maybe if MW5 is a success PGI might be in a position to produce the new MWO2 and achieve what they wanted. Perhaps a success might bring in a bigger studio.

What is clear is that Battletech as a franchise has legs and computer games are a good fit for it both strategy and shooters. There is a loyal fan base that will put down money and support even a flawed product.

So as that consumer base that someone wants to tap we need to think about what we want otherwise they will keep feeding us the same thin gruel.

#98 MW Waldorf Statler

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Posted 11 March 2019 - 03:24 AM

not forget the Transverse Disaster , thats cost a Lot on Money and Energy , bring a Personal War behind the scenes (included Reddit Bans for many PGI Staffs)and lost a Lot by Personal with Experience ...and thats was not IGP

#99 Tesunie

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Posted 11 March 2019 - 02:24 PM

View PostOld MW4 Ranger, on 11 March 2019 - 03:24 AM, said:

not forget the Transverse Disaster , thats cost a Lot on Money and Energy , bring a Personal War behind the scenes (included Reddit Bans for many PGI Staffs)and lost a Lot by Personal with Experience ...and thats was not IGP


Transverse was sabatogued by the "professionally dissatisfied". It had people complaining about the project in relation to MW:O issues that had "remained unfixed for year" from players who stopped playing the game many years ago. Many of the problems being advertised with the company's work (on MW:O) was corrected years ago and are no longer issues with this game.

Then, we had the same group of people (and they seemed to have flooded from everywhere) make false claims that PGI was shuffling and sharing work force between MW:O and Transverse, which was false as they hired a whole new staff of people to develop Transverse. Only a single person was hired on both staffs, and he was the head developer (don't recall his name). Otherwise, no other resources were being pulled from MW:O, unlike the claims happening.

As for funding, no money was being taken out of MW:O (or that was the intention) and it was being crowd funded. However, the crowd funding was sabotaged (still) but floods of anti-PGI people who hadn't played MW:O in many many years who continue to this day (look at the opening steam comments about MW:O for a similar story) complaining about how the company was bad and their operating game (MW:O) was filled with bugs (and the bugs they were listing had been fixed for years). It's hard for anyone to get funding in a crowd funding event when you have protesters inside the room shouting at everyone how evil they where.


I actually thought Transverse could have had a lot of promise. It was relatively original (I mean, it's a spaceship game and all) and had potential. I feel that potential was taken before it could even have the chance to come into being for reasons not of it's own fault. It wasn't even really PGI's fault. It was the swath of "professionally dissatisfied" that stamped it into the ground.

I'm half guessing that if PGI had tried a similar route with MW5, we'd have likely seen much the same names, same stories, same "bugs not fixed" and same groups of people suddenly show up and do their thing all over again, and MW5 probably would have been canceled (if it was depending upon crowd funding).

I swear though, some people think a company should be hedging all their bets on a single game and aren't allowed to expand into other games to make at the same time. I see no problems with PGI expanding their gaming creation into other fields. MW:O has been a good starting point. It still needs work, but I think some of the best features we wish to have will never happen, and it's likely going to be a limitation between game engine and ability to make vision into reality. (Sometimes, it's easier to see and know what you want, but hard to create what you are actually visualizing. Especially when you are working with what tools you have on hand, even if they aren't proper for the job.)





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