LordNothing, on 15 April 2021 - 06:00 PM, said:
id like to see the reasoning behind the values that they have choses in great detail.
The
DEV Log post contains over
4,500 words explaining the decisions, why are are changing them. In those 4,500 words I am not counting the actual value changes - that is purely the explaination of our decisions.
Do you feel that 4,500+ works, 20+ paragraphs is not enough explaination? If it is not - how much more should there be? At what point does it become 'too much' and people simply stop reading?
LordNothing, on 15 April 2021 - 06:00 PM, said:
testing methodology they used.
We use everything including but not limited to
- Prior in-game values during MWOs peak time (2015-2017).
- -- The above includes mobilty values prior to desync which reduced mobilty anywhere from 30-60%
- Using quirks prior to the 'de-quirkening' in 2017 when Skill Tree was implemented.
- Our knowledge of the game.
- Feedback from Forums, Discords, Facebook/Reddit & associated mediums.
- Detailed spreadsheet calculations that give values for everything from DPS, recycle time, DPS/ton, Jam downtime % etc etc. The spreadsheets are massive and there is a significant amount of data.
- In-game testing. You can create a .PAK file with the XML values and upload it into your game and go into testing grounds to test out the changes to see how the 'feel'. Do they feel fun or do they feel ****? Not everything that is mathematically driven is going to 'feel' fun.
- Map improvement ideas.
- What else can we help PGI with to speed-up the timeline for the benefit of everyone.
We all comment and work on the spreadsheets / documents relatin to all of those in various capacities and timelines.
We then have a weekly meeting, sometimes 3 times a week, to discuss the proposals in detail as they are an ever evolving beast and often quite fluid. PGI might give us a direction by saying "hey, can you guys tell us what you think about X by the end of the week" and we then scramble and go about our business. Lucky we are committed and span 24hrs across the group so there is always work being done.
The changes are heavily, heavily debated prior to the meetings, one single value might take 48hrs to agree upon (not even joking here). It is also rare for all the members to unanimously agree. We come at the topics from every angle that includes but is not limited to:
- Fun. Unique mechs (ie, quirks).
- Balance - Over vs Under performing weapons, quirks, mobilty et al.
- New Player Experience.
- Casual Player Experience.
- Comp Player Experience. (largely taking a back seat right now as Comp will just adapt anyway so we basically ignore it for now especially around balance).
- Player retention.
- Bringing back players.
- What mechs will sell better for PGI (ie: revenue. End of the day PGI is a business and we need to be mindful of that).
As the documents once finalised are made public below:
https://www.mwocomp.com/patches.html
PGI, whatever changes they go with, obviously turn them into more palatable formats for the playerbase at large via their announcement posts. All users are openly encouraged to post on the PGI Dev feedback thread in question and/or join the discord to discuss. Anyone can contribue at any time and nothing is being hidden from anyone. It is all open and transparent.
Hopefully that explains the level of detail we are going to that suffices your desire to understand.
Edited by justcallme A S H, 15 April 2021 - 07:07 PM.