Problems with 1:1, or real time gaming.
#21
Posted 28 December 2011 - 09:04 AM
#22
Posted 28 December 2011 - 09:23 AM
On the topic of real time gaming I haven't really seen any posts about people speculating on whether or not we're going to have to wait months on end to travel from planet to planet....
#23
Posted 28 December 2011 - 09:37 AM
Sug, on 28 December 2011 - 09:23 AM, said:
#24
Posted 28 December 2011 - 09:40 AM
#25
Posted 28 December 2011 - 09:43 AM
I'm ok with these things taking time because Eve Online taught me patience. Waiting a few days or a week for a skill to finish is nothing for me anymore. Those month long skills are still sorta nasty but at the end of it I feel good about what I did and over time a month becomes nothing either.
#26
Posted 28 December 2011 - 11:34 AM
[EDMW]CSN, on 27 December 2011 - 08:24 PM, said:
Paying for time? This makes the game become a Pay 2 Play game, not F2P.
Kristov Kerensky, on 28 December 2011 - 06:51 AM, said:
Repairs..instant but cost you c-bills, ain't got the c-bills, then you end up with a negative balance and can't buy anything until you earn a positive balance..and really bad players would end up with massive negative account balances..but they could still jump right back into combat after getting that Jenny blown out from under them for the 30th consecutive time today.
This, but more along the lines of: no money, no repair.
Kristov Kerensky, on 28 December 2011 - 06:51 AM, said:
Scratch building or non-variant customization...this I could see taking time and c-bills, but hours, not days. Again, have to have enough c-bills to afford the entire job at once or no-go.
I still have no idea how they will handle variants or slotting weapons for customization. I have a feeling that chassis will be more restricted to fit their designed purpose, but allow enough variation so the player can customize it how they like to play. For example, swapping out the LRMs on a catapult for MRMs, and exchanging the 4 MLs for 4 small pulse lasers, extra tonnage goes to armor and heatsinks.
In the end though, it would fit the gameplay to not have to wait for modifications.
Tweaks, on 28 December 2011 - 07:34 AM, said:
Repairs can't be instant, and neither can refits (especially class F), if they want to keep the timeline plausible. Even if you can purchase an army of techs to make the repair process faster, it still can't possibly be instant. It's science-fiction, not fantasy with magic! The same goes with inter-planetary travel (Jumpships).
Instant repairs/travel may make sense in an instant-action game (with no timeline or persistence) such as MW4, but it does not make sense in MWO.
The game is not meant to simulate the life of a Mechwarrior, it is meant to simulate piloting a mech. The only thing to do is go to battles, what are players supposed to do in the meantime?
Black Sunder, on 28 December 2011 - 09:43 AM, said:
I'm ok with these things taking time because Eve Online taught me patience. Waiting a few days or a week for a skill to finish is nothing for me anymore. Those month long skills are still sorta nasty but at the end of it I feel good about what I did and over time a month becomes nothing either.
Good thing this game will be nothing like EVE.
Edited by Ghost73, 28 December 2011 - 11:36 AM.
#28
Posted 28 December 2011 - 12:01 PM
Black Sunder, on 28 December 2011 - 11:41 AM, said:
Sarcasm?
It's not a matter of complexity, but time invested. Most players can handle the amount of 'complexity' that EVE throws at them. However, most people just do not have the time or interest to devote the time required to becoming a full-time successful player. It makes sense for a niche game like that to require time to balance gameplay because it actually simulates the life of a spaceship pilot, but if the devs are shooting for a larger target audience with a more action-based game (keyword: action), then forcing players to wait is a terrible way to balance the game.
Edited by Ghost73, 28 December 2011 - 12:03 PM.
#29
Posted 28 December 2011 - 12:10 PM
Black Sunder, on 28 December 2011 - 11:41 AM, said:
Yeah all that complexity would screw people up.
Out of some morbid form of curiosity. Do you start the Skill and then log off and come back in a week or month and start up again with your new Skill in play?
If not where is the complexity in that scheme. Sounds like a way to suck players into doing make-no things while the they wait for the carrot on a rather long stick... Or an anti-grind mechanic. Here is your Skill, now go away but come back...
#30
Posted 28 December 2011 - 12:13 PM
MaddMaxx, on 28 December 2011 - 12:10 PM, said:
Out of some morbid form of curiosity. Do you start the Skill and then log off and come back in a week or month and start up again with your new Skill in play?
If not where is the complexity in that scheme. Sounds like a way to suck players into doing make-no things while the they wait for the carrot on a rather long stick... Or an anti-grind mechanic. Here is your Skill, now go away but come back...
No. I still do stuff while its training. pvp mostly. The skils themselves have 5 levels. You only need it to lvl 4 most of the time to be good. Lvl 5 for the last % bit of it or for a prerequisite to something better.
#31
Posted 28 December 2011 - 12:21 PM
1. To keep the feeling of accomplishment/immersion ongoing, even if you're not 'in game'
2. To reduce server overpopulation issues and botting.
They appear to have a built in mechanism to allow for both scenarios (both real time repair and accelerated) that suits both the casual player, faction house owned mechs, the 'Grab and Go' players, and the merc corp which own their mechs but need to deal with repairs (and limited resources/mechs) in real time.
Since they cannot fight each other, you can run parallel degrees of 'realism'.
Seems like the best of both worlds.
Edited by Kaemon, 28 December 2011 - 12:23 PM.
#32
Posted 28 December 2011 - 12:31 PM
I like the "tripwire-advanced story" concept, and I like repairs/customizations taking 5-20 minutes. Why?
Instant action, in it I'm testing out my mech and getting used to it while it's being custom'd/repaired. Test drives baby!
#33
Posted 28 December 2011 - 12:36 PM
Ghost73, on 28 December 2011 - 11:34 AM, said:
Wouldn't it be nice if that happened?
#34
Posted 28 December 2011 - 01:46 PM
Kay Wolf, on 28 December 2011 - 12:36 PM, said:
Wouldn't it be nice if that happened?
I like this, at least it doesn't leave people to stand in their kitchen getting snacks or something like that while they're on there way to go blow **** up.
Edited by FACEman Peck, 28 December 2011 - 01:46 PM.
#35
Posted 28 December 2011 - 03:33 PM
So..you want to make it take time to repair a Mech..or travel..and you have literally NOTHING to fill up the player's time while they wait.
Yeah...no...that would be beyond a bad design decision, that's beyond the realm of pure stupidity...unless you WANT the game to be a complete and total failure, then it's brilliant.
#36
Posted 28 December 2011 - 03:41 PM
#37
Posted 28 December 2011 - 03:59 PM
I love the Q&A's we get, but where do I go to fire off a question for asking?
My question has to do with the game architecture. Moreso:
Q. Does it use P2P Matchmaking or Game Server Browsers?
Q. Does it allow a client to host (and play) a game where they are the admin?
Q. Does it allow a client to setup a dedicated server (that they can administer) which is available to clients?
Q. What confirmed game modes are there? (Requesting clarification on game-world matches vs. ranked/unranked, etc.)
If anyone knows (no assumptions, please) an answer to the above, I'd love to know. I'm not even sure if this information hasn't yet been addressed.
Matchmaking.
No.
No.
Deathmatch, Team Deathmatch, Conquest+ are confirmed.
The above is what Brian Ekman posted earlier about what we will have on launch. Looks like slightly more than planetary conquest only. Still need effectively no repair time to allow people to fit in multiple matches of the first two. Still not sure on Conquest.
#38
Posted 28 December 2011 - 04:12 PM
#39
Posted 28 December 2011 - 05:02 PM
There's nothing to occupy the player's time but combat, so doing anything that removes them from that, in a F2P game...design recipe for failure, that's it. New player logs in after spending however long to d/l the game, grabs a Mech, and since there's NOTHING in the game but combat, they jump in. Mech naturally gets blown to little pieces..repair time will be let me see..2 hours per arm, 6 for the engine, 3 per leg, armor takes 15 mins per box, weapons each have a replacement time..yeah, your Mech will be ready for usage in 34 hours and 53 minutes Mr New Guy, we hope to see you then! And he'll never log back in, and he'll make sure his friends give that new MWO game a wide berth as well.
Now..a year or so down the road, MWO has a very large and willing to pay base, earned lots of high praise, and PGI gets backing to make an actual MMO on top of it..THEN they could start working in time for repairs, because there'd be something to DO in the game when you can't jump into combat. Until that happens though, no, it's a really bad idea, no matter how much I would like it. There's a LOT of things I'd love to see straight from TT, but I also know a lot of those things would KILL this game in the F2P market, so..I don't advocate them. I want them, I'll mention that..but I'll fight against them because I want the game to be a huge success..been over a decade since I had a good MW game, really don't want to wait that long again.
#40
Posted 28 December 2011 - 05:14 PM
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