Podcast 215 - Justcallme A S H
#1
Posted 03 November 2020 - 08:25 AM
#2
Posted 03 November 2020 - 11:35 AM
NewFlamenco said:
3:14 mwo being developed again?
5:50 community rifts and issues
11:20 the goal is to facilitate discussion
12:52 many competitive high end players moved on
16:15 competitive, casual, & counterpoint perspectives
21:56 balance and choices
24:05 Skilltree and new player grind
28:03 Alternatives to skilltree?
34:30 Community looking forward to feedback
37:18 8v8 and queue questions
46:30 Too many chat channels in mwo
49:51 gating, groups, and UI
55:38 Could 12v12 work?
59:25 Will 8v8 stop Nascaring?
1:02:08 Mobility issues, 8v8 issues
1:13:12 Timers and pools for queues
1:19:10 Underperforming mechs
1:25:23 Pace of the game and mech performance
1:34:18 Hope for a PTS or update in December?
1:37:32 Community maps, map overhaul, 8v8 on maps
1:47:49 Wait times in regions
1:49:00 Game modes and buckets
1:52:47 Solaris and the pitfalls of game design
2:02:40 PGI communication & development going forward
2:07:00 Why fix MWO now?
2:08:19 Would unreal fix anything?
2:14:07 ASH on twitch, invitation to come play!
lot of thanks NewFlamenco
Edited by RRAMIREZ, 03 November 2020 - 11:37 AM.
#3
Posted 03 November 2020 - 11:48 AM
#4
Posted 03 November 2020 - 12:04 PM
Edited by LordNothing, 03 November 2020 - 12:06 PM.
#5
Posted 03 November 2020 - 12:07 PM
Edited by SirSmokes, 03 November 2020 - 12:40 PM.
#6
Posted 03 November 2020 - 01:44 PM
SirSmokes, on 03 November 2020 - 12:07 PM, said:
8v8 im guessing will remove teams other than maybe 2 player. That will remove me from the game. So if the goal is to increase population nothing they talked about here will do it.
#7
Posted 03 November 2020 - 01:45 PM
How do we even know this is the real Ash without a Chin reference?
Edited by Stonefalcon, 03 November 2020 - 01:45 PM.
#8
Posted 03 November 2020 - 02:52 PM
Monkey Lover, on 03 November 2020 - 01:44 PM, said:
8v8 im guessing will remove teams other than maybe 2 player. That will remove me from the game. So if the goal is to increase population nothing they talked about here will do it.
I am pretty sure they talked about making 4v4 groups group up for 8v8 so it's two teams to make the group
#9
Posted 03 November 2020 - 02:53 PM
#10
Posted 03 November 2020 - 04:45 PM
Did he get the job?
#11
Posted 03 November 2020 - 05:27 PM
#12
Posted 03 November 2020 - 07:08 PM
Information Warfare on the PTS had some good stuff.
Having individual mech stats for:
Detection range - how far away a mech can be detected on radar.
Sensor range - how far a mechs sensors can extend.
Information sharing range - how close you need to be to another mech to share your sensor information.
Things like that which could further define individual mech chassis and further develop
The laser lock on derailed the rest of that PTS but it wasn't talked about properly just now.
For those who don't remember or never saw the PTS, the maximum damage before drop off of a laser was adjusted depending on if you had a lock on your target. ie. you had to press R and lock your target to extend the range at which you could apply maximum damage.
EG: A small laser might have a maximum range of 400m but only does maximum damage at 200m. That damage drops off extending out to 400m where it only does scratch damage.
What the lock feature did was change the weapon so that without lock it was something like max damage to 100m but with lock it had max damage to 300m.
It was like calibrating the lasers to the target you had selected.
However, there was another reason behind introducing this feature... which I can't recall properly. At the time lasers were the weapon. This was a few years back before various other balance changes with the weapons mind you and I think it was something to do with the heat, no ammo, lighter bit of equipment overall compared to ballistics, hit scan weapon.....
As a balance change to the lasers as a weapon group it should not have been part of the info warfare testing and should have been a separate change to look at in terms of balancing with the other weapon types.
But for the other aspects of information warfare, that was good and could have gone a bit further with those features and changes.
#13
Posted 03 November 2020 - 07:18 PM
#14
Posted 04 November 2020 - 12:45 AM
#15
Posted 04 November 2020 - 01:27 AM
#16
Posted 04 November 2020 - 01:36 AM
Edited by Aidan Crenshaw, 04 November 2020 - 01:36 AM.
#17
Posted 04 November 2020 - 02:28 AM
Kotzi, on 04 November 2020 - 01:27 AM, said:
Think about 'em comp-players, Sean and/or their affiliation what you may: they try to forward the debate towards as much audience groups as possible (despite potential flaws in terms of communication strategy) and somehow condensate the discussion about the future of MWO into a comprehensive/stringent way while trying to take feedback of ALL audience groups into account and building a minimal consensus of what can/should be done for now. Furthermore they have asked the whole playerbase to take part in the discussion - even though it somewhat has a focus on the comp-discord. This improves the general negotiation-weight on the player side a lot.
So if ye feel that their approach of identifying "low hanging fruits" shows some comp-/elitist-bias or feel them to be PGI's White Knights (what they certainly ain't) => participate loud and clear, but don't just bash the defeatism-buzzer!
Once you check the mentioned document/podcasts, ye will IMHO see that - while the work in progress document may be in need of some refining - it takes up a lot of issues genuinely NOT comp or top-percent related but focuses on improving the general accessability including short-/long-term viability changes. Identifying central gameplay elements in need of improvement and allocate ressources in meaningful ways is key now - just don't expect PGI to deliver within days or weeks (even if I wish they would). But yes, you are right stating that they HAVE to deliver something sooner or later.
Still: as most of us, central figures of the MWO community are somewhat sceptical about the factual improvements PGI is able to deliver. As most of us, they have been burned by the improvements PGI promised to deliver before. As most of us, they don't want this game to die and love it and its community too much to let go. And for a lot of us that is - despite all odds and PGIs track record - enough to do our bits.
Edited by AnAnachronismAlive, 04 November 2020 - 02:53 AM.
#18
Posted 04 November 2020 - 11:56 AM
SirSmokes, on 03 November 2020 - 02:52 PM, said:
Basically you're saying they want group q 8v8? Well we already know they dont have population for this. Group q 8v8 matches started to fail towards the end of the test.
I would love group q back but this just isn't an option. even a 4v4 group q i don't think would work. I only see a few teams even on the weekend. With this low of number there will be zero balance. Teams will not stick around if they get smashed over and over.
Edited by Monkey Lover, 04 November 2020 - 11:58 AM.
#19
Posted 04 November 2020 - 12:13 PM
SirSmokes, on 03 November 2020 - 12:07 PM, said:
Yup 8v8 really needs to come back.
Monkey Lover, on 03 November 2020 - 01:44 PM, said:
8v8 im guessing will remove teams other than maybe 2 player. That will remove me from the game. So if the goal is to increase population nothing they talked about here will do it.
I think 8v8 does have a shot of helping the population. Folks will throw out the excuse of losing one will hurt more, but honestly the match up's right now are horrible to where that would not matter. It will be a buff to light and some medium mechs. With the size of the maps it would make TTK a bit longer on some of those maps as the focus fire will not be as strong.
Clannish Rail, on 03 November 2020 - 07:18 PM, said:
I do not think so.... why do you?
#20
Posted 04 November 2020 - 12:35 PM
Darian DelFord, on 04 November 2020 - 12:13 PM, said:
No... it will hurt lights and mediums. Think about Solaris. The smaller the numbers, the less chaotic the fight and the more leisurely you can pick apart lighter mechs.
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users