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Did The License Get Renewed?


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#21 Wildstreak

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Posted 19 October 2019 - 10:21 AM

Why play MWO or MW5 when this is coming?

Mortars.
I have no idea what a Coil Beam is.
New Assault Mech.

#22 Jman5

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Posted 19 October 2019 - 01:36 PM

View PostWildstreak, on 19 October 2019 - 10:21 AM, said:

Why play MWO or MW5 when this is coming?

Mortars.
I have no idea what a Coil Beam is.
New Assault Mech.

A bit of apples to oranges don't you think? One is a turn based tactics game, the other is a racing simulation game.

#23 Prototelis

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Posted 19 October 2019 - 01:44 PM

Meh, Battletech has even less replay value than this game.

#24 The Lighthouse

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Posted 19 October 2019 - 02:23 PM

View PostPrototelis, on 19 October 2019 - 01:44 PM, said:

Meh, Battletech has even less replay value than this game.


Yep, after Paradox got HBS the game is nothing more than ultra expensive stuffs where Paradox milking customers. I have not even bothered to buy its first expansion, Flashpoint.



I mean, let's be honest. How any of you can think MW5 will turn out better after we see how Russ and Paul handed MWO?



Let's not talk about graphics. Of course it will look dated, Piranha Games is not triple A game studio, I don't expect that. Right now other than MWO only other games I ever play are Dota 2 and Minecraft, and I hardly play Dota these days. Both games do not have latest shiny graphics, and I don't think I had played a single triple A game in last 3 years.


Unless it is too much, I really do not mind bugs and lack of polish. It will be rough regardless of the game, and it's fine.



It is always been gameplay and game mechanics. And for those parts, Russ and Paul have demonstrated that they know little about the gameplay and mechanics.


1) Look how they diligently removed all of the interesting quirks on mechs, make them all same and boring, and get surprised when people stopped buying mechpacks.

2) Look how they thought that we need 7 separate queues (or 14 if you consider 2v2) for 1v1 mode, for a small population game.

3) Look how they thought we need whooping NINTY ONE NODES from simple enhancements.

4) Look the time needed to make them admit Long Tom on FP was a really bad idea.

5) FP in general.

6) Mech scaling.

And many others.


You cannot, and you should not tell me with a straight face these folks are 'good' game designers. They are not. Russ and Paul were extremely lucky that they got captive audience so all of those fatal mistakes were not so fatal.


But now their luck has finally ran out.




There are ONLY TWO good outcomes from PGI got hold of MW license.

1) Harmony Gold was finally defeated.

2) We got tons of good 3d models from Alex.



It is obvious Russ and Paul know they cannot afford the license if MW5 will flop. And of couse, it will flop, and as a consequence MWO will be probably no more after MW5 launches and fails. And of course, I doubt any company would pick up this franchise which is not literally torn apart by several right holders.




And that's fine. It's ok even if Battletech franchise dies.



If you asked me same question 5 years ago I would say otherwise. But then I saw so many 'reboots' and 'remasters' these days that made me realize that so many cases they were not worth to have. It is so much better to let franchise die rather than taint its legacy with terrible reboot products.

If we can have some leaked server software materials and can run private server after PGI burst, it would be good. But nothing much to mourn even if that is not going to happen.

Edited by The Lighthouse, 19 October 2019 - 02:24 PM.


#25 CMDR Sunset Shimmer

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Posted 20 October 2019 - 05:10 AM

You know, I'd buy the expansion packs if the season pass didn't cost more than the entire damned game.

#26 MadcatX

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Posted 20 October 2019 - 05:32 AM

View PostThe Lighthouse, on 19 October 2019 - 02:23 PM, said:


Yep, after Paradox got HBS the game is nothing more than ultra expensive stuffs where Paradox milking customers. I have not even bothered to buy its first expansion, Flashpoint.



Holy ****! I hadn't kept up on HBS btech after completing the campaign when it first launched, was contemplating on getting back into it since a lot of my friends are, checked out the DLC and although I had thought to myself "heh, what, are they trying to compete with Hearts of Iron 4?".

After reading this and double-checking that it was indeed Paradox.... that definitely explains the DLC.

#27 TVMA Doc

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Posted 20 October 2019 - 07:05 AM

View PostCMDR Sunset Shimmer, on 12 October 2019 - 05:08 AM, said:

During the recent MW5 AmA russ was asked directly about this.

He went quiet for a moment, and kinda stumbled for a second before saying "this isn't the place/forum to discuss that at this time."

He seemed very unsure, hesitant, and then settled on the "safe" answer.

I'm under the assumption[yes not the best thing to be under I'm aware] that they have not secured the license beyond 2020, and everything likely rests on MW5 doing well.

Well, then we're doomed. Moving to Epic means that many of us cancelled the pre-orders. I don't want Chinese spyware on my system.

#28 Jman5

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Posted 20 October 2019 - 09:54 AM

View PostMadcatX, on 20 October 2019 - 05:32 AM, said:


Holy ****! I hadn't kept up on HBS btech after completing the campaign when it first launched, was contemplating on getting back into it since a lot of my friends are, checked out the DLC and although I had thought to myself "heh, what, are they trying to compete with Hearts of Iron 4?".

After reading this and double-checking that it was indeed Paradox.... that definitely explains the DLC.


Well if you're thinking about getting back into it, the DLC is all 50% off for the next 24 hours.

Edited by Jman5, 20 October 2019 - 09:54 AM.


#29 MeiSooHaityu

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Posted 20 October 2019 - 05:43 PM

I haven't been happy with how PGI has used the license. Still, I can't say I'd trust many other companies any more with the license. I highly doubt we would get a MW5 with the likes of EA or Activision, and if we did, it would be a lootbox/Macrotransaction mess.

The Activision that made MechWarrior 2 ain't the same Activision of today. That is why I couldn't trust any other big company with the license I love.

Edited by MeiSooHaityu, 20 October 2019 - 05:45 PM.


#30 Koniving

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Posted 20 October 2019 - 10:00 PM

View PostMeiSooHaityu, on 20 October 2019 - 05:43 PM, said:

I haven't been happy with how PGI has used the license. Still, I can't say I'd trust many other companies any more with the license. I highly doubt we would get a MW5 with the likes of EA or Activision, and if we did, it would be a lootbox/Macrotransaction mess.

The Activision that made MechWarrior 2 ain't the same Activision of today. That is why I couldn't trust any other big company with the license I love.

Today, definitely in the case of EA.

Read about Multiplayer Battletech 3025 on google, for what EA would have published back before the days of microtransactions. It was pretty while it lasted, but then Microsoft took them court. Its a shame too, because even though you could only play 4 vs 4 battles, it had a FAR more fleshed out faction play with a minuscule development time in comparison to MWO, in which we made a B-line straight for Davion's home planet, capturing planet after planet without bothering with supply lines or garrisons. Other players that noticed what we were doing were sending their dropships to follow behind to establish the supply line and a garrison on every other planet. The enemy also started to notice and began sending their dropships over. These things took time and real life days for these moves to be completed. By the time we made it to four planets away from our target, we had to hole-up where we were because there was too much resistance cutting us off ahead and we were out of our own supplies and our stats just kept dwindling due to the lack of supplies for the repairs and lack of ammunition. They also took the planets in the systems behind us, cutting off retreat. Our allies engaged some of these obstacles and kept trying to get the supply lines out there, but we battled our last and lost our pilots...thus having to start over again.

Months later, the game was shut down because Battletech and Mechwarrior are effectively the same thing, and so EA can't hold the license to Battletech for computer if Microsoft already owns the license to Mechwarrior.

Ah well.

#31 Anjian

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Posted 21 October 2019 - 10:53 PM

Microsoft holding on to the BT IP puts the IP in a toxic position. They should sell it before the IP evaporates and is worth nothing.

#32 Kotzi

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Posted 22 October 2019 - 12:15 AM

Why should they throw something away that has no continual cost and can generate money?

#33 Anjian

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Posted 22 October 2019 - 01:16 AM

It likely isn't making that much money.

They can sell it for more right now for whatever value it has left before it fades away.

Battletech has no place in the Microsoft scheme of things, or at least under its cloud centric CEO.

Edited by Anjian, 22 October 2019 - 01:17 AM.


#34 Prototelis

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Posted 22 October 2019 - 01:17 AM

lol, this game made a **** ton of money.

#35 Anjian

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Posted 22 October 2019 - 09:28 PM

View PostPrototelis, on 22 October 2019 - 01:17 AM, said:

lol, this game made a **** ton of money.


By what standard? People here must be living in some bubble with regards to the realities of the game industry.


Even if this game below is mobile, the bottom line is the one thing high level corporate executives look for and represents the kind of goal posts triple A rated games are shooting for.


https://venturebeat....lion-on-mobile/


Lineage is a powerhouse in Asia-Pacific mobile markets, with Lineage M and Lineage 2: Revolution bringing in more than an estimated $4 billion since 2016 on iOS and Android. The findings come via a new report from intelligence firm Sensor Tower.

That's like two of the last Avengers movies combined without the same investment.

One of the largest tech companies in the world --- Microsoft --- should be aiming for games that would give at least multi-billion dollar returns. Microsoft has no business on things that have revenue levels that are better left for small indie studios.

Edited by Anjian, 22 October 2019 - 09:34 PM.


#36 Prototelis

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Posted 22 October 2019 - 09:30 PM

View PostAnjian, on 22 October 2019 - 09:28 PM, said:


By what standard? People here must be living in some bubble with regards to the realities of the game industry.



The $$$ standard.

#37 Anjian

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Posted 22 October 2019 - 09:36 PM

View PostPrototelis, on 22 October 2019 - 09:30 PM, said:

The $$$ standard.



Except the $$$ is very little from this game.

#38 Prototelis

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Posted 22 October 2019 - 09:50 PM

$$$ is still more that $, but not as much as $$$$$$$$$$$$$$$

This game still made more money than several of the previous titles combined.

#39 Anjian

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Posted 22 October 2019 - 10:09 PM

View PostPrototelis, on 22 October 2019 - 09:50 PM, said:

$$$ is still more that $, but not as much as $$$$$$$$$$$$$$$

This game still made more money than several of the previous titles combined.



Based on whose eyes?


Microsoft has a gross revenue of $126 BILLION in one year. Even $$$ would be mere pennies, and if you are a guy like Jeff Bezos, you're not going to even bother picking up the pennies dropped on the floor.


The amount previous titles made in total are inconsequential.

https://en.wikipedia...or_4:_Vengeance

Mechwarrior 4 made $11.6 million since its release in 2000 and by June of 2006.

Sales

In the United States, the original MechWarrior 4 sold 320,000 copies and earned $11.5 million by August 2006, after its release in November 2000. It was the country's 55th best-selling computer game between January 2000 and August 2006. Combined sales of all MechWarrior computer games released between January 2000 and August 2006 had reached 900,000 units in the United States by the latter date.[22]



Now look at what a freaking pay to win mobile game makes today.



https://unity.com/ca...onic-war-robots



Pixonic: A Unity developer case study

How do you find new revenue opportunities in a free-to-play game that’s been going strong for over five years? Moscow-based Pixonic, a Top 100-grossing game developer in the CIS, has driven War Robots’ monthly players’ spending to over $5M and generated an estimated $190 million in lifetime gross revenue. And with millions of users playing for over two years, they’ve done it without sacrificing player engagement and retention.

This freaking pay to win mobile game makes in a month, what MW4 Vengeance made in its lifetime. That estimated $190 million was around 2018.

https://sensortower....-robots-revenue

Launched in April 2014, Pixonic’s War Robots, like its enormous walking tanks, has proven to be a formidable force—when it comes to generating in-app revenue. More than four years after its release, the title continues to drive more than $7 million in monthly player spending, and has just crossed an estimated $190 million in lifetime gross revenue on the App Store and Google Play worldwide, according to Sensor Tower Store Intelligence data.
Players around the globe spent an estimated $7.5 million in the game during July, which represented year-over-year revenue growth of nearly 4 percent. About 43 percent of War Robots revenue last month came from the United States, although Japan contributed almost 11 percent of the total.


Of course Pixonic is not getting away with P2W. At some point, its monthly revenue was as high as $12 million A month, and going down to $5 million A month has shown P2W has taken its toll. You have many other mobile games that aren't as pay to win and infinitely more popular.

Like never mind COD Mobile generated $2 million alone in 4 days.

https://www.fool.com...y-be-a-hit.aspx


Here is a game that Microsoft actually owns.

https://www.onmsft.c...revenue-in-2018
]Even though the launch of Fortnite and PUBG on mobile hugely contributed to the battle royale frenzy last year, these free-to-play games didn’t really hurt Minecraft, one of the most popular paid games on iOS and Android. Indeed, according to new data from app analytics platform [/color]Sensor Tower (via [/color]Gameindustry.biz), 2018 was Minecraft’s most profitable year on mobile with the iOS and Android versions bringing more than $110 million in revenue for Microsoft (up 7% year over year).


But Pokemon Go still eats this for lunch.

https://sensortower....enue-year-three

Niantic’s blockbuster Pokémon GO turned three over the weekend, having launched in the United States on July 6, 2016. Sensor Tower Store Intelligence data reveals that, since then, the game has grossed an estimated $2.65 billion worldwide across the App Store and Google Play.


A small franchise like Battletech is reduced to is better off with the attention and care of an independent publisher and developer, not something that is going to filed and forgotten by an army of grey suits.

Edited by Anjian, 22 October 2019 - 10:12 PM.


#40 Prototelis

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Posted 22 October 2019 - 10:52 PM

That's a really long post I am not going to read all of.

This game has made plenty of money, especially for a battletech product.

Microsoft owns a lot of things that contribute to that billion, my dude.





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