1
Dev Vlog Review & Q&a W/ Matt Newman
Started by Sean Lang, Apr 07 2022 12:32 PM
8 replies to this topic
#1
Posted 07 April 2022 - 12:32 PM
#2
Posted 07 April 2022 - 02:48 PM
I don't care about the Crusader, but I'm going to preorder it because Matt Newman earned my money today.
#3
Posted 07 April 2022 - 03:08 PM
0:00 Phil watches devlog and offers commentary.
4:00 Color coded quirks still don’t show base mech amounts, instead only shows cumulative quirks. In expanded detail view, having quirks categorized the same way as the skill tree is nice.
8:30 Phil likes the improvements of the new skill tree. No more going through nodes you don’t want (aside from the truly powerful ones but those are cheaper to get to)
11:15 With the change, they could change the values of nodes easier (buffs or nerfs).
20:30 No more Solaris (as it exists today)
23:20 Q&A with Matt
24:10 Color-coding quirks to show which were base stats was not really practical. The UI designer working in Flash is getting the information from a flat file. Quirk data is flattened between the database and UI for data efficiency purposes. Complex coding would have had to be implemented and they judged it not to be worth the effort given time constraints. Can still be tuned further.
25:45 Both that and the skill tree are great quality of life improvements, even if they’re not 100% perfect or ideal.
27:25 Ability to skill up a mech requires less clicks now that you can click the bottom one in a series, and it selects all of them. You can also select the skills you actually want.
29:20 They fixed an issue with mis-clicking where it would move the window instead of selecting a node.
29:40 Easier to understand skill tree and quirks with color-coding. They’re working on using more colors than currently shown.
30:15 Indicates at what point you will be spending a skill point (vs already having enough available while you’re selecting nodes). In current skill tree, it doesn’t communicate that.
30:40 “Reborn” is the internal codename for revamping MWO staring Oct 2020 with the goals of reinvigorating the game, get people playing, excited, having fun, and trying to incorporate feedback.
30:15 The Cauldron presented a entirely new skill tree (perhaps the “best” design) but it didn’t work with PGI’s goals of not refunding anything or requiring skill tree changes before dropping in a match after it comes out (i.e. their proposal was too drastic of a change)
32:00 If you didn’t take a lower numbered node, they will still be locked but the higher numbered ones you have unlocked will be active (That is, on the new tree, you’ll see a patchwork of nodes scattered around for what you currently have. You can use your mech as-is until you get around to changing it). There will be some friction if you make changes from your existing nodes because you’ll have to buy the missing ones. (What was not addressed is if you can change just one node in the patchwork without invalidating the whole thing, nor was anything said about skill tree build codes).
32:22 Skill tree costs reduced 40%
34:45 Wants skilling your mech to be part of the fun of customizing your mech.
35:40 Should be easier for new players to find what they want and understand what the nodes do (though they might not understand the value of a node to their gameplay). Less intimidating.
36:10 Thinks import/export will still work but not sure what happens if you import an old skill tree.
36:35 Thinks it will be a welcome thing from the community, might even bring some players back.
36:25 Solaris could be brought back if they had a solution. Only the button is being removed so it’s inaccessible. Goal is to have Solaris weeks in Event Queue. EQ can use a leaderboard.
38:00 Event rewards will still be able to achieve in QP, like mech of the month, or Event queue depending on if it fits the criteria for whatever is in EQ at that time. Can tailor EQ for an event and provide exclusive rewards. Match score, kills, etc. earned in EQ will apply to events globally.
41:45 Will the c-bill economy in EQ be the same? Uncertain. Since no events have been conceived of yet, it’s not known if rewards will be higher or lower, though Matt has the ability to change rewards inside of EQ. 1v1 matches would be super fast so your earning per match would be lower but you’d get instant matches and they’d be pretty short so it might balance out. Can use different tools to make it more rewarding if necessary.
44:15 Event Queue will NOT affect PSR. It will use it for matchmaking but not modify it.
50:50 Matt and Daeron’s goal is to be working on MWO for 5 years if not longer. They can support the game past the MW license expiration, just not create a new game. They can add improvements, features, etc.
51:55 Development has to be economically viable, which to Matt means it has to make the game something players want to play. It needs to be something players want to spend money on to keep the lights on, etc. So that’s their aim is to give the players what they want (within the constraints they have).
53:10 You can either try to get players back who have left or get new players. Matt wants to get old players back who left because they didn’t like what PGI was doing or they got bored.
4:00 Color coded quirks still don’t show base mech amounts, instead only shows cumulative quirks. In expanded detail view, having quirks categorized the same way as the skill tree is nice.
8:30 Phil likes the improvements of the new skill tree. No more going through nodes you don’t want (aside from the truly powerful ones but those are cheaper to get to)
11:15 With the change, they could change the values of nodes easier (buffs or nerfs).
20:30 No more Solaris (as it exists today)
23:20 Q&A with Matt
24:10 Color-coding quirks to show which were base stats was not really practical. The UI designer working in Flash is getting the information from a flat file. Quirk data is flattened between the database and UI for data efficiency purposes. Complex coding would have had to be implemented and they judged it not to be worth the effort given time constraints. Can still be tuned further.
25:45 Both that and the skill tree are great quality of life improvements, even if they’re not 100% perfect or ideal.
27:25 Ability to skill up a mech requires less clicks now that you can click the bottom one in a series, and it selects all of them. You can also select the skills you actually want.
29:20 They fixed an issue with mis-clicking where it would move the window instead of selecting a node.
29:40 Easier to understand skill tree and quirks with color-coding. They’re working on using more colors than currently shown.
30:15 Indicates at what point you will be spending a skill point (vs already having enough available while you’re selecting nodes). In current skill tree, it doesn’t communicate that.
30:40 “Reborn” is the internal codename for revamping MWO staring Oct 2020 with the goals of reinvigorating the game, get people playing, excited, having fun, and trying to incorporate feedback.
30:15 The Cauldron presented a entirely new skill tree (perhaps the “best” design) but it didn’t work with PGI’s goals of not refunding anything or requiring skill tree changes before dropping in a match after it comes out (i.e. their proposal was too drastic of a change)
32:00 If you didn’t take a lower numbered node, they will still be locked but the higher numbered ones you have unlocked will be active (That is, on the new tree, you’ll see a patchwork of nodes scattered around for what you currently have. You can use your mech as-is until you get around to changing it). There will be some friction if you make changes from your existing nodes because you’ll have to buy the missing ones. (What was not addressed is if you can change just one node in the patchwork without invalidating the whole thing, nor was anything said about skill tree build codes).
32:22 Skill tree costs reduced 40%
34:45 Wants skilling your mech to be part of the fun of customizing your mech.
35:40 Should be easier for new players to find what they want and understand what the nodes do (though they might not understand the value of a node to their gameplay). Less intimidating.
36:10 Thinks import/export will still work but not sure what happens if you import an old skill tree.
36:35 Thinks it will be a welcome thing from the community, might even bring some players back.
36:25 Solaris could be brought back if they had a solution. Only the button is being removed so it’s inaccessible. Goal is to have Solaris weeks in Event Queue. EQ can use a leaderboard.
38:00 Event rewards will still be able to achieve in QP, like mech of the month, or Event queue depending on if it fits the criteria for whatever is in EQ at that time. Can tailor EQ for an event and provide exclusive rewards. Match score, kills, etc. earned in EQ will apply to events globally.
41:45 Will the c-bill economy in EQ be the same? Uncertain. Since no events have been conceived of yet, it’s not known if rewards will be higher or lower, though Matt has the ability to change rewards inside of EQ. 1v1 matches would be super fast so your earning per match would be lower but you’d get instant matches and they’d be pretty short so it might balance out. Can use different tools to make it more rewarding if necessary.
44:15 Event Queue will NOT affect PSR. It will use it for matchmaking but not modify it.
50:50 Matt and Daeron’s goal is to be working on MWO for 5 years if not longer. They can support the game past the MW license expiration, just not create a new game. They can add improvements, features, etc.
51:55 Development has to be economically viable, which to Matt means it has to make the game something players want to play. It needs to be something players want to spend money on to keep the lights on, etc. So that’s their aim is to give the players what they want (within the constraints they have).
53:10 You can either try to get players back who have left or get new players. Matt wants to get old players back who left because they didn’t like what PGI was doing or they got bored.
- New player coming in, does this feature or change make sense to them?
- Hard core, playing 10 years, is this something they want or will make their lives better?
- Burnt out players, is this enough to bring them back?
#4
Posted 07 April 2022 - 03:49 PM
That skill tree revamp where you can pick and choose the exact bonus you want is something that should have been done looooong ago. I always thought they made it overly complex just for the sake of being overly complex. If anything this should help with balance since skill builds are going to be far more refined and predictable.
#5
Posted 07 April 2022 - 04:56 PM
Quote
51:55 Development has to be economically viable, which to Matt means it has to make the game something players want to play. It needs to be something players want to spend money on to keep the lights on, etc. So that’s their aim is to give the players what they want (within the constraints they have).
53:10 You can either try to get players back who have left or get new players. Matt wants to get old players back who left because they didn’t like what PGI was doing or they got bored.
53:10 You can either try to get players back who have left or get new players. Matt wants to get old players back who left because they didn’t like what PGI was doing or they got bored.
Events
8v8 and 10v10. Would suggest 15v15 (Clan) but unknown the amount of work needed for that.
-- MM changed from Group MM to Solo MM
-- 2-man to 4-man groups - 1 mech/weight class
-- only 2*2-man groups allowed to be teamed up. 3-man in same bucket as 4-man
-- and matching weight classes for each team.
-- matching weight class for groups not necessary.
Units/teams
-- To make units viable - which also helps with both retention -
-- Reduce or remove the member buy-in
-- keep same c-bill amount, no scaling on buy-in
-- Front End work needed for FP banner
-- which factions are fighting
-- After each drop, which unit + won (6+).. ie 9th and allies (I thought at first to add, defeats JINX and allies but that might be seen as name and shame...)
-- faction co-op, Kuritan+Marik
-- max 8-man teams (sync drops with individuals of same unit wait 2-3 waiting rounds)
#6
Posted 07 April 2022 - 06:40 PM
Looks good!
How about a "Career" overlay (2nd layer) on top of these skill trees?
(similar to StarTrek Online does its skill trees):
For example:
(1) Achieving >75% of Sensors Nodes:
---------------------------------------------------
a) Endgame Career Skill #1: "Flanker"
~Hitting enemy from sides/behind gives +2% bonus all damage for 10 seconds
b ) Endgame Career Skill #2: "Tunnel Vision"
~Each successive hit on enemy reduces -5% enemy sensor range for 10 seconds, cumulative to -20% for 40 seconds.
~At the same time, each successive hit on enemy reduces your own damage -5% for 10 seconds, cumulative to -20% damage.
c) Endgame Career Skill #3: "Divine Sight"
~Cannot be unequipped during a QP/FP/Event fight.
~ +3% all damage, +5% velocity during the entire QP/FP/Event fight.
~ -10% Sensor Range during the entire QP/FP/Event fight.
d) Endgame Career Skill #3: "Enhanced ECM"
~Cannot be unequipped during a QP/FP/Event fight.
~Enhanced ECM affect target/victim's sensor -10% Range
~Your own mech +3% heat dissipation (ie: runs HOTTER, cools down slower)
(2) Achieving >75% of Consumable Nodes:
---------------------------------------------------------
a) Endgame Career Skill #1: "Lucky Charm"
~Activating a consumable gives 50% chance of +50% bonus effect of that consumable!
b ) Endgame Career Skill #2: "Long Range Relationship"
~Activating a consumable gives 50% chance of +50% range effect of that consumable!
c) Endgame Career Skill #3: "Nocturnal Life"
~Activating a consumable gives 50% chance of activating 200m Seismic Sensor effect while mech moving !
(3) Other Career skills based on the more revamped complex Skill Trees
------------------------------------------------------------------------------------------------
~It's up to your imagination!
How about a "Career" overlay (2nd layer) on top of these skill trees?
(similar to StarTrek Online does its skill trees):
For example:
(1) Achieving >75% of Sensors Nodes:
---------------------------------------------------
a) Endgame Career Skill #1: "Flanker"
~Hitting enemy from sides/behind gives +2% bonus all damage for 10 seconds
b ) Endgame Career Skill #2: "Tunnel Vision"
~Each successive hit on enemy reduces -5% enemy sensor range for 10 seconds, cumulative to -20% for 40 seconds.
~At the same time, each successive hit on enemy reduces your own damage -5% for 10 seconds, cumulative to -20% damage.
c) Endgame Career Skill #3: "Divine Sight"
~Cannot be unequipped during a QP/FP/Event fight.
~ +3% all damage, +5% velocity during the entire QP/FP/Event fight.
~ -10% Sensor Range during the entire QP/FP/Event fight.
d) Endgame Career Skill #3: "Enhanced ECM"
~Cannot be unequipped during a QP/FP/Event fight.
~Enhanced ECM affect target/victim's sensor -10% Range
~Your own mech +3% heat dissipation (ie: runs HOTTER, cools down slower)
(2) Achieving >75% of Consumable Nodes:
---------------------------------------------------------
a) Endgame Career Skill #1: "Lucky Charm"
~Activating a consumable gives 50% chance of +50% bonus effect of that consumable!
b ) Endgame Career Skill #2: "Long Range Relationship"
~Activating a consumable gives 50% chance of +50% range effect of that consumable!
c) Endgame Career Skill #3: "Nocturnal Life"
~Activating a consumable gives 50% chance of activating 200m Seismic Sensor effect while mech moving !
(3) Other Career skills based on the more revamped complex Skill Trees
------------------------------------------------------------------------------------------------
~It's up to your imagination!
#7
Posted 08 April 2022 - 12:08 AM
Tarl Cabot, on 07 April 2022 - 04:56 PM, said:
Events
8v8 and 10v10. Would suggest 15v15 (Clan) but unknown the amount of work needed for that.
-- MM changed from Group MM to Solo MM
-- 2-man to 4-man groups - 1 mech/weight class
-- only 2*2-man groups allowed to be teamed up. 3-man in same bucket as 4-man
-- and matching weight classes for each team.
-- matching weight class for groups not necessary.
As much as I like to play with friends, in 8v8 4 man team is way too powerful no matter how you limit it, probably 2 man max and even that with tonnage limits so you can't take two annis/dires etc.
Tarl Cabot, on 07 April 2022 - 04:56 PM, said:
-- After each drop, which unit + won (6+).. ie 9th and allies (I thought at first to add, defeats JINX and allies but that might be seen as name and shame...)
w0qj, on 07 April 2022 - 06:40 PM, said:
(2) Achieving >75% of Consumable Nodes:
---------------------------------------------------------
a) Endgame Career Skill #1: "Lucky Charm"
~Activating a consumable gives 50% chance of +50% bonus effect of that consumable!
b ) Endgame Career Skill #2: "Long Range Relationship"
~Activating a consumable gives 50% chance of +50% range effect of that consumable!
c) Endgame Career Skill #3: "Nocturnal Life"
~Activating a consumable gives 50% chance of activating 200m Seismic Sensor effect while mech moving !
---------------------------------------------------------
a) Endgame Career Skill #1: "Lucky Charm"
~Activating a consumable gives 50% chance of +50% bonus effect of that consumable!
b ) Endgame Career Skill #2: "Long Range Relationship"
~Activating a consumable gives 50% chance of +50% range effect of that consumable!
c) Endgame Career Skill #3: "Nocturnal Life"
~Activating a consumable gives 50% chance of activating 200m Seismic Sensor effect while mech moving !
No thank you. Random sucks in this kinda of game IMO.
It could be nice to have different consumables to do different stuff like those those you listed but should be 100% certainty what happens when you push button.
Old school seismic that worked while you moved was stupidly powerful and pretty much mandatory at the time, but could work for limited time but then again UAV does kinda same but can be shot down though....
#8
Posted 08 April 2022 - 04:34 AM
Lockheed_, on 07 April 2022 - 11:59 PM, said:
Thank you so much for the TDLR!
There's some good things in there and I am positively surprised how they handle the skill tree and event queue. This is the stuff we would have needed to see instead of the empty roadmap!
There's some good things in there and I am positively surprised how they handle the skill tree and event queue. This is the stuff we would have needed to see instead of the empty roadmap!
I know it's always requested for videos and I had time after I got home last night
#9
Posted 10 April 2022 - 11:06 AM
Curccu, on 08 April 2022 - 12:08 AM, said:
As much as I like to play with friends, in 8v8 4 man team is way too powerful no matter how you limit it, probably 2 man max and even that with tonnage limits so you can't take two annis/dires etc.
snip
....
snip
....
Remember, when prior to game going to 12vs12, 4-man was alive in the 8v8 matches with 1 mech/weight class with those groups, matching weight classes for the two teams. We didnt have was in-game VOIP, nor most of the IS mechs/weapons we have now, or Clan mechs. I would be okay with 2-man, or 3-man at the most, though why 8v8 instead of 10v10, thus splitting the difference between 8v8 and 12v12, but I would still prefer matching weight classes between the teams. Of course if the 8v8 is only doing their "Event", switching up the max 2-man then 3-man could be a route to be utilized.
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