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#21 MW Waldorf Statler

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Posted 01 January 2020 - 09:18 PM

Thats the problem with Genric procedual Terrain ...no handcrafted Maps , no scripted Missions and Missions like Escort/Konvoy , we will you set waypoints of a generated Terrain??? Generic Terrain =generic Missions and Enemy Spawns and problems with terrains , like Glitches from objects and Impassable Places or Traps for User and AI.

Edited by MW Waldorf Statler, 01 January 2020 - 09:19 PM.


#22 Prototelis

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Posted 01 January 2020 - 09:48 PM

Except it isn't really procedural terrain.

The missions are lame because the production was lame.

#23 MW Waldorf Statler

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Posted 01 January 2020 - 09:56 PM

They use a generated module system similar to XCom 2, only with XCom 2 it is much more abstract and unnatural, with clear level boundaries, which eliminates many problems.
At MW5, the module edges sometimes glitch through the neighboring terrain .
pure generated Tearrin we have by No Mens Sky with generated Missions and Questmaker, and AI waves spawns.

And the Spawns with limited Units , the AI have a Pool and can drop by limited Spawns to easy missions, or the other extrem and many Missionspawns between.
like a Dice ...6...or 1 ..or 4 numbers between

Edited by MW Waldorf Statler, 01 January 2020 - 10:39 PM.


#24 Prototelis

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Posted 01 January 2020 - 10:40 PM

Uhm, the level boundaries are pretty clear in mw5 lawl.

Game is bland because of production; it has nothing to do with the random gen elements.

#25 MW Waldorf Statler

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Posted 01 January 2020 - 11:00 PM

im mean the Height levels , tahts in Xcom abstract and Blocky ,in MW5 is a natural looking streamlined Terrain and not in each way the edges of teh Modules generated without Problems ...for example ,seeing the square Edges of a Base glitch in a Height from 20 feet trough the Neighbor Terrainfile from a Crater, or im self or Enemys/Mates stuck in Terrain, blocked by Rocks or the not find Way in the Terrain ,and stops Moving.

Generic is Bland, its like a caleidoscope .
New arrangemet of the same Elements ever and ever.

Thats a Problem from all games with generic Landscapes, Maps or generic Modulworlds

https://community.cr...s-bland-boring/

And the Gameengines have not Features like the Landscape VuE Worldbuilder, thats brings little Variations in each Tree or bush thats placed in a Ecosystem

Edited by MW Waldorf Statler, 01 January 2020 - 11:11 PM.


#26 Vellron2005

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Posted 02 January 2020 - 01:26 AM

I think most people reviewing MW5 greatly underestimate the replay value brought by procedural map generation.

Yes, there are only a few story missions. You know what? That's not that important. And it's easily rectifiable once the moders get their hands on it..

But having an unlimited number of missions being all different, and never knowing where the enemy will come from, or what the terrain will be and how to use it best - that is priceless in a game like MW5.

You can play the campaign, finish it, and just keep playing, or start over and the game will still be just as fun as the first time (minus the story), even in it's own economic aspect.

That is something that not many games can claim.

Edited by Vellron2005, 02 January 2020 - 01:28 AM.


#27 FRAGTAST1C

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Posted 02 January 2020 - 02:48 AM

View PostVellron2005, on 02 January 2020 - 01:26 AM, said:

I think most people reviewing MW5 greatly underestimate the replay value brought by procedural map generation.

Yes, there are only a few story missions. You know what? That's not that important. And it's easily rectifiable once the moders get their hands on it..

But having an unlimited number of missions being all different, and never knowing where the enemy will come from, or what the terrain will be and how to use it best - that is priceless in a game like MW5.

You can play the campaign, finish it, and just keep playing, or start over and the game will still be just as fun as the first time (minus the story), even in it's own economic aspect.

That is something that not many games can claim.


HBS's Battletech was exactly the same when it was first released and it was bland. But HBS kept working on their game and improved it overtime. The problem here is, PGI isn't HBS. Sure, MW5 has the potential, it is fun and what-not but one shouldn't review the game based on what improvements it can get.

In MW5, the missions aren't all varied and we know exactly from where the enemies will spawn from. Just have a closer look at the similar biomes and missions. You'll immediately start identifying the enemies' spawn points.

#28 MW Waldorf Statler

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Posted 02 January 2020 - 03:40 AM

Its the problem with a FPS hooter ...Now Paradox Battletech is a Strategical game with a Isometrical View and Low Detail Terrain, and not all the Problems like Wayfinding for example like a Real time FPS Shooter and the most Maps not real generic and its give nothing Modding Support .

Im Thinking thats the team has doing a good Job with the new Engine
By the UE you must learn to find you own Way for you own Game and by all Help , its not easy to handle a Gameengine with a New Team, a New Game and a harsh deadline in the neck.

Edited by MW Waldorf Statler, 02 January 2020 - 03:41 AM.


#29 Vellron2005

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Posted 02 January 2020 - 04:12 AM

View PostFRAGTAST1C, on 02 January 2020 - 02:48 AM, said:


HBS's Battletech was exactly the same when it was first released and it was bland. But HBS kept working on their game and improved it overtime. The problem here is, PGI isn't HBS. Sure, MW5 has the potential, it is fun and what-not but one shouldn't review the game based on what improvements it can get.

In MW5, the missions aren't all varied and we know exactly from where the enemies will spawn from. Just have a closer look at the similar biomes and missions. You'll immediately start identifying the enemies' spawn points.


I for one, fully expect there to be many improvements done to MW5, both from PGI and modders.

As an average consumer, I can find many a fault to the game, yet, I can't seem to stop obsessively loosing sleep because I can't stop playing it.

And I think that's what matters in the end. That I can's stop playing it.

Edited by Vellron2005, 02 January 2020 - 04:13 AM.


#30 The6thMessenger

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Posted 02 January 2020 - 12:04 PM

If it were going to be fixed, it would be by the community. PGI is basically less cheeky and more off-putting Bethesda, and that is generous considering that PGI has barely even has credit that Bethesda has.

Unfortunately with the Epic Exclusivity, its like they don't even want the Community's help with mods, considering that it's like they just gave up on the game expecting us to fix it -- while we would have been okay with the idea, seems like we are better off doing our own things with mods anyways, problem is the Epic Deal.

#31 Mystere

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Posted 02 January 2020 - 05:34 PM

View PostFRAGTAST1C, on 02 January 2020 - 02:48 AM, said:

... one shouldn't review the game based on what improvements it can get.


That is what happens when so much hope has been placed on mods.





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