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Looking To The Future Of Mechwarrior


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#561 RRAMIREZ

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Posted 08 November 2020 - 01:01 AM

I think what Daedlos513 meant was that it's not "blended" with skilltree stats so that you can't isolate quirks and that you have to go to the unskilled mech (store) to see the quirks.
especially general cooldown and general heatgen.
And I agree with Daelos513, it would be a nice to have.

#562 C337Skymaster

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Posted 10 November 2020 - 08:24 PM

View Postdr3dnought, on 31 October 2020 - 08:59 PM, said:

Not-So-Low-Hanging Fruit: Rework streaks. I know I am biased as a light-main, but objectively, there is no other weapon that is a no-aim one-shot against an entire class, negating the only advantages of said class (namely speed and small size), while being more-or-less useless against every other class.


So as someone who favors streaks (especially on 'mechs with no lower arm actuators), I feel as though you should try to use them for a match or two. While it's true that, once fired, streaks are nearly a guaranteed hit (barring range or sudden cover), obtaining a lockon is exceedingly difficult, and the damage is somewhat uniformly spread over all the different components. It's sometimes easier to get a PPC hit than to get streaks to lock on, and it's extremely rare to get more than one shot against a light 'mech, so that shot needs to count for something. Far from being "no aim", they require very careful aim throughout the entire lockon process. If your aim waivers for so much as a fraction of a second, the lockon backs off and needs to be reacquired. Once locked, they will retain that lock for a period of time, although not through the entire reload cycle unless we're discussing IS Streak 2's.

#563 C337Skymaster

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Posted 11 November 2020 - 04:12 AM

View PostGARION26, on 02 November 2020 - 01:26 PM, said:

I happened to look up a wikipedia on what minimally viable product is - while it's used as a term of derision here it's really a pretty standard approach to iterative sequential product development based on user feedback. https://en.wikipedia..._viable_product

So the issue everyone has, and the reason for the derision, is that of the suggestions over the years, and of the various hopes and dreams of the community, only the "minimum" ones have ever been implemented. PGI promised, and the Community hoped and dreamed, of a super in-depth, quality MMO gaming experience, and all we've ever gotten was whatever was "easy", rarely anything truly "quality".

View PostGARION26, on 02 November 2020 - 01:26 PM, said:

It's an 8 year old game - how many video games do any of us play regularly for more *than* 1 year. Most of mine are 3-4 months and then I move on. Some are 3-4 weeks.

Battletech/Mechwarrior... I didn't get my own computer until January, 2007 (college). At that time, I got my hands on MW2, MW3, and MW4 and their expansions, as well as all of the MechCommander games, and I played them non-stop until I got a computer capable of running MWLL/MWO in August, 2015. After playing through each campaign in publication order one time, I rearranged the games to be in chronological order (MW2: Mercs, MW2, MW2: GBL, MCG, MW3, MC2, MW4: Vengeance, Black Knight, Mercs). I played that as basically one extended campaign, which would take me two or three months to play all the way through, then I'd go back to the beginning and play the whole thing again.

Before that, I played Age of Empires II for 13 years.

There are guys, here (such as Daeron) who've been playing this game since they picked up their first rulebook in the 80's. Dedication isn't the issue. Dedication is why this game didn't die 4 years ago.

Edited by C337Skymaster, 11 November 2020 - 04:13 AM.


#564 Florida Man 666

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Posted 14 November 2020 - 03:34 PM

Would love to see PVE elements added via gametypes. Like a several allied and enimacal tanks tracking to a waypoint where a team would get points for each armor track painted as salvage; but the tanks would be armored and hard to assail, bristling with weapons. Thus, only a concerted effort would succeed against said convoy. Moreover players could use allied armor units to bolster their strength if a split force assualted them, turning the tide even if they've sustained several losses.

#565 RowanE83

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Posted 15 November 2020 - 01:01 AM

View PostC337Skymaster, on 11 November 2020 - 04:12 AM, said:

So the issue everyone has, and the reason for the derision, is that of the suggestions over the years, and of the various hopes and dreams of the community, only the "minimum" ones have ever been implemented. PGI promised, and the Community hoped and dreamed, of a super in-depth, quality MMO gaming experience, and all we've ever gotten was whatever was "easy", rarely anything truly "quality".

They did tons of work, just spent the time (perhaps) unwisely.

Think of a fat guy spending hours on a treadmill each day, but stopping every half hour to eat a chocolate cake.

The constant effort to balance and rebalance weapon systems until weapon is a medium laser, was hampered by the regular release of new chassis or a newly adjusted system. Because the new content created these mini metas that were then reacted to and patch after patch chased its tail for years. Kinda funny. And I didn't really mind since the mini metas were fun.

Some big changes like clans and the UI rebuild they did do. Its just that the UI was still just as slow as the last one and the clans was just more chassis - and a nice big heap of new weapon systems all at once.

#566 C337Skymaster

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Posted 17 November 2020 - 05:55 AM

View PostRowanE83, on 15 November 2020 - 01:01 AM, said:

They did tons of work, just spent the time (perhaps) unwisely.

Think of a fat guy spending hours on a treadmill each day, but stopping every half hour to eat a chocolate cake.

The constant effort to balance and rebalance weapon systems until weapon is a medium laser, was hampered by the regular release of new chassis or a newly adjusted system. Because the new content created these mini metas that were then reacted to and patch after patch chased its tail for years. Kinda funny. And I didn't really mind since the mini metas were fun.

Some big changes like clans and the UI rebuild they did do. Its just that the UI was still just as slow as the last one and the clans was just more chassis - and a nice big heap of new weapon systems all at once.


Yeah, but regardless of the feeling on the development end, the feeling on the consumer end is that they only ever did the easy work. New 'mech pack every month? Just a bit of artwork. Most of the animations are there, you just have to cherry-pick and tune the ones you want, then put a skin on it. They probably spent as much time on the Collector and Hero paint schemes as anything else each month.

We appreciated new 'mechs, because we understood that's how they made money, and we wanted to help. It was also an opportunity to flesh-out the universe, and for us to get a chance to play our favorite 'mechs from TT or from past MW games.

We were still hoping, however, for that in-depth MMO experience I mentioned. We've been waiting for that for 8 years. Honestly, we've been waiting for that for 11 years, since the original MW5 trailer first came out, and before HG stuck its big fat nose in the gears again. I STILL want to play whatever that original campaign was supposed to be. I'm hoping that story was written and filed away somewhere, because I'm still interested.

I strongly suspect that, if PGI had released a 'mech every quarter, instead of every month, and had added to the depth of the universe and the MMO experience on the other 8 patches per year, we'd have been just as interested, then, and much happier, now.

Edited by C337Skymaster, 17 November 2020 - 05:55 AM.


#567 Horseman

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Posted 17 November 2020 - 09:35 AM

View PostC337Skymaster, on 17 November 2020 - 05:55 AM, said:

We were still hoping, however, for that in-depth MMO experience I mentioned. We've been waiting for that for 8 years. Honestly, we've been waiting for that for 11 years, since the original MW5 trailer first came out, and before HG stuck its big fat nose in the gears again.
Sorry, but that probably isn't coming. As much as I'd love that, it would require the game to be designed around the MMO experience rather than bolting it on post-factum. If PGI was ever going to take that direction, they would have in the beta.
At this point, MWO is a vehicular shooter set in the Battletech universe and we can either try to force it into a mold it cannot fit or we can accept focus on making it better in ways it - and its' remaining playerbase - can both handle and survive.

#568 BTGbullseye

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Posted 30 December 2020 - 07:44 PM

View PostHorseman, on 17 November 2020 - 09:35 AM, said:

Sorry, but that probably isn't coming. As much as I'd love that, it would require the game to be designed around the MMO experience rather than bolting it on post-factum. If PGI was ever going to take that direction, they would have in the beta.
At this point, MWO is a vehicular shooter set in the Battletech universe and we can either try to force it into a mold it cannot fit or we can accept focus on making it better in ways it - and its' remaining playerbase - can both handle and survive.

They can always just port over the player database (mech purchase lists, money, items, etc.) to a new engine. They could even get free help from existing modders to port over the assets. Once on a new engine (UE5 maybe?) it should be MUCH easier for them to implement a better player experience.

#569 MW Waldorf Statler

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Posted 31 December 2020 - 01:23 AM

View PostC337Skymaster, on 17 November 2020 - 05:55 AM, said:


Yeah, but regardless of the feeling on the development end, the feeling on the consumer end is that they only ever did the easy work. New 'mech pack every month? Just a bit of artwork. Most of the animations are there, you just have to cherry-pick and tune the ones you want, then put a skin on it. They probably spent as much time on the Collector and Hero paint schemes as anything else each month.

We appreciated new 'mechs, because we understood that's how they made money, and we wanted to help. It was also an opportunity to flesh-out the universe, and for us to get a chance to play our favorite 'mechs from TT or from past MW games.

We were still hoping, however, for that in-depth MMO experience I mentioned. We've been waiting for that for 8 years. Honestly, we've been waiting for that for 11 years, since the original MW5 trailer first came out, and before HG stuck its big fat nose in the gears again. I STILL want to play whatever that original campaign was supposed to be. I'm hoping that story was written and filed away somewhere, because I'm still interested.

I strongly suspect that, if PGI had released a 'mech every quarter, instead of every month, and had added to the depth of the universe and the MMO experience on the other 8 patches per year, we'd have been just as interested, then, and much happier, now.


The biggest problems was the Split with IGP ,the lost Time,Energy  and Money with Transverse and the follows internal wars with the Reddit Ban and the exodus of the to many talented technical guys and the complete know How after ist 2014/15 ...2016 PGI give all power for a short Push and seeing ...UE4 and mW5 was the better horse,and now MWO is selling and Russ lost his interest for MWO since Years and now Lookinf for a new IP

Edited by MW Waldorf Statler, 31 December 2020 - 01:25 AM.


#570 Alreech

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Posted 31 December 2020 - 07:29 AM

View PostBTGbullseye, on 30 December 2020 - 07:44 PM, said:

They can always just port over the player database (mech purchase lists, money, items, etc.) to a new engine. They could even get free help from existing modders to port over the assets. Once on a new engine (UE5 maybe?) it should be MUCH easier for them to implement a better player experience.

Most of 2020 MWO player base is fine with the player experience in Quickplay - especially the short matches.
They wish things like removing groups from Quickplay and more free stuff from PGI.
Also a better matchmaking to separate the good players and bad players from the average players to prevent stomps.

Others don't like Quickplay with it's teams of 12 random players that get dissolved after each match and the resulting NASCAR.
They would prefer longer matches like in Faction Play.

How should that new MWO be?
A team deathmatch shooter like Quickplay now with random teams?
Or a more tactical shooter with objectives, dropdecks, factions?

#571 T e c h 4 9

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Posted 31 December 2020 - 06:02 PM

Well, what makes sense to me is this:

Short-term: QoL improvements (bug fixes, map changes, make substandard mechs viable, etc.) on the current MWO engine, with some additional new content sprinkled in.

Long-term: use the development already put into MW5 (if possible) to develop a new MWO (more in line with the immersive faction-based game model previously discussed) on UE4 or UE5. This will likely take a few years of dev time, but in my opinion is the key to long-term success.

Despite having spent a significant amount of money on MWO, I'd be fine with "starting over" in a new game on a new engine. It would be nice however, for PGI to offer some type of perk or bonus for those of us that have supported MWO all these years, but it's not an expectation of mine, and not a deal killer either. I have other hobbies that cost me significantly more than MWO does......so in the "grand scheme" of things, "paying" for a new MWO is no big deal to me. But, to each their own.





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