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Balance Gameplay General

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#1 Uzi Foo

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Posted 25 April 2022 - 10:09 AM

I've been playing off and on since Alpha and I've seen pretty much every iteration of MWO. For a long time I was very jaded about the balance and state of the game. Seeing the decline of balance, bad systems, bad maps, and bad changes in general really hindered my enjoyment. It felt like no one cared about what the players wanted.

So, I'm happy to report that I love the current state of the game. Every patch over the last year seems to be undoing the failures of before. Balance wise the game has gotten much better and continues to improve in my opinion.

I've been excited for new patches instead of dreading them. Keep up the good work.

#2 RockmachinE

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Posted 25 April 2022 - 10:15 AM

I dont want to sound to mean, but that's probably because the people making the bad decisions are not directly involved anymore.

#3 caravann

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Posted 25 April 2022 - 11:10 AM

Any tactic is working when multiplied. The events showed this and people started to co-working on assault.
What happens most of the time is that there's no coordination, a guy saying the name on the target he already showed is providing directions. There's much to be said about speed is making people take hasty decisions. Yes, I have been able to get 700 in a commando but it's most of the time by luck that someone was creating a diversion.

Even if spectator mode is good for team play it doesn't belong in quick play because people are there to farm cbills.

I think wasted 30k on the commando just to try every possible combination. Light mechs are expensive when they're not part of the meta. But I find out the triangle for the commando is srm4, streak4 and small pulse lasers. The streak means I don't have to directly look at the opponent or aim that it's set in the center to hide my traces when almost done. It takes as much or even more to control a mech but each class has its own playstyle.

For a light mech you boomerang or slingshot to their backs. For bigger mechs, heavy and assault you make a J-turn by making a roll around them who is also good for defense as you J-turn your rear to a wall. This means you can crawl in solaris city which is where I learned it. At the center square you have pockets of cover and you roll the mech into them. Another thing is that you follow your upper torso to reduce time exposing you rear. For most part if you are in a team of mechs and last there's nothing you do that will make you able to fire forward, your major concern isn't the front but the rear. You're over there and the team over here, they are protecting the frontier and unless you are a missile assault you are technically better off reverse walking because they will come and they will make you turn around, they want you to waste time making turns in a bigger mech. That's why if you not going to watch your own back someone must. That's why no matter what you do, don't get alone don't think you can defeat everything on your own. Do you know why some becomes pawns on the chessboard, because they killed themselves and I only pulled the trigger.

If are not a good player stay alive and think about those who died by killing themselves. If you poke out your head and it result in being killed, don't do that. You're not going to take down all mechs on your own. Yes they died and along with it they soften the armor which makes those who died as dumb they can be. Want to win? play along.

#4 Uzi Foo

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Posted 25 April 2022 - 11:32 AM

View Postcaravann, on 25 April 2022 - 11:10 AM, said:

Any tactic is working when multiplied. The events showed this and people started to co-working on assault.
What happens most of the time is that there's no coordination, a guy saying the name on the target he already showed is providing directions. There's much to be said about speed is making people take hasty decisions. Yes, I have been able to get 700 in a commando but it's most of the time by luck that someone was creating a diversion.

Even if spectator mode is good for team play it doesn't belong in quick play because people are there to farm cbills.

I think wasted 30k on the commando just to try every possible combination. Light mechs are expensive when they're not part of the meta. But I find out the triangle for the commando is srm4, streak4 and small pulse lasers. The streak means I don't have to directly look at the opponent or aim that it's set in the center to hide my traces when almost done. It takes as much or even more to control a mech but each class has its own playstyle.

For a light mech you boomerang or slingshot to their backs. For bigger mechs, heavy and assault you make a J-turn by making a roll around them who is also good for defense as you J-turn your rear to a wall. This means you can crawl in solaris city which is where I learned it. At the center square you have pockets of cover and you roll the mech into them. Another thing is that you follow your upper torso to reduce time exposing you rear. For most part if you are in a team of mechs and last there's nothing you do that will make you able to fire forward, your major concern isn't the front but the rear. You're over there and the team over here, they are protecting the frontier and unless you are a missile assault you are technically better off reverse walking because they will come and they will make you turn around, they want you to waste time making turns in a bigger mech. That's why if you not going to watch your own back someone must. That's why no matter what you do, don't get alone don't think you can defeat everything on your own. Do you know why some becomes pawns on the chessboard, because they killed themselves and I only pulled the trigger.

If are not a good player stay alive and think about those who died by killing themselves. If you poke out your head and it result in being killed, don't do that. You're not going to take down all mechs on your own. Yes they died and along with it they soften the armor which makes those who died as dumb they can be. Want to win? play along.


Not sure what he's on about, but I like his spirit.

#5 TheCaptainJZ

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Posted 25 April 2022 - 05:00 PM

MWO has entered a later stage in it's lifespan which has allowed a change in direction. No longer is PGI controlling the course of the game the way they did when it was their only project. Now, PGI leadership has handed it off to a small team to do whatever they want with it to get the most use out of it and that's exactly what they've done. Matt and Daeron are passionate and customer-focused and it's definitely helped the trajectory of the game in this late stage. I wish PGI had been developing and tweaking maps for years. It would have been great if they had worked with a group like they are with the Cauldron for regular balance. Part of what has made that relationship successful is just because the property laid mostly dormant for about 2 years and everyone still here playing and working on it has the same goal of making it the best it can be.

#6 w0qj

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Posted 25 April 2022 - 06:05 PM

[Edit: I'm a founding player too! Having fun in each and every QP/FP game!]

Hey, glad that you're liking this revamped MWO!
It feels like a brand new game for me!
New variant quirks, new variants, and even a new mech chassis coming!
New maps x2. Another new map coming. Existing map improvements!

With laser vomit back in the vogue, it's actually worth thinking about getting those (S) Special Variants!
A number of these (S) mechs are laser vomit. Heck, I'm about to finally pull the trigger on MAD-IIC(S) laser vomit Posted Image
(Of course, one can always buy these standard variant versions for virtual CBills!)

Edited by w0qj, 06 May 2022 - 08:46 PM.


#7 CreativeAnarchy

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Posted 25 April 2022 - 09:13 PM

I'm not a founder but played in 2016, only really started to play again end of last year and had quit in 2016 because things were not rounded out very well, everything was still too much or too little and very few had been close to right.

It is much better than when I first played and the weapons and mechs are better balanced. I'd like to see a few other changes but the play is much better than in 2016.

Edited by CreativeAnarchy, 25 April 2022 - 10:02 PM.


#8 LordNothing

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Posted 26 April 2022 - 09:50 AM

i like where mwo is right now, but its a crying shame that it took this long to get here. im convinced that there was a lot of micromanagement going on from the higher ups early on that was keeping the artists and engineers from really doing their jobs effectively. if you are going to hire creative people let 'em work.

#9 RockmachinE

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Posted 27 April 2022 - 04:31 AM

View PostLordNothing, on 26 April 2022 - 09:50 AM, said:

i like where mwo is right now, but its a crying shame that it took this long to get here. im convinced that there was a lot of micromanagement going on from the higher ups early on that was keeping the artists and engineers from really doing their jobs effectively. if you are going to hire creative people let 'em work.


I think you hit the nail on the head with this one. Time and time again these people showed us they're just not good at designing a fun game.

#10 DaZur

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Posted 27 April 2022 - 05:00 AM

View PostLordNothing, on 26 April 2022 - 09:50 AM, said:

i like where mwo is right now, but its a crying shame that it took this long to get here. im convinced that there was a lot of micromanagement going on from the higher ups early on that was keeping the artists and engineers from really doing their jobs effectively. if you are going to hire creative people let 'em work.

MWO 2022 is what MWO 2015 should have been.

PGI spent more time trying to reinvent the wheel instead of enhancing what they had and building off of it.

Not to be bitter but so many empty promises, so many missed opportunities, so many wasted production cycles.

The really sad part was, as a true fanboy and zealot... I hung on, gave them the benefit of doubt and continued to crusade far longer then I ever should have.

That said, I am happy to see MWO's resurgence. I just hope it's not to late...

#11 VeeOt Dragon

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Posted 27 April 2022 - 05:25 AM

yeah PGI wasted a LOT of time a money on Solaris, a game mode almost nobody plays, when they could have been putting those resources towards stuff like what they are doing now. hell even though i don't play Faction (its just to much toxic ultra comparative meta nonsense) though could have put that money towards that.

not a founder by far but i have been playing for quite some time off and on.

#12 LordNothing

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Posted 27 April 2022 - 06:59 AM

View PostVeeOt Dragon, on 27 April 2022 - 05:25 AM, said:

yeah PGI wasted a LOT of time a money on Solaris, a game mode almost nobody plays, when they could have been putting those resources towards stuff like what they are doing now. hell even though i don't play Faction (its just to much toxic ultra comparative meta nonsense) though could have put that money towards that.

not a founder by far but i have been playing for quite some time off and on.


the problem with solaris is that they didnt listen to what the player base thought solaris should be. we were thinking mw4 solaris, or mwll solaris. i dont think anyone thought dueling was a good idea.

#13 Teenage Mutant Ninja Urbie

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Posted 27 April 2022 - 07:08 AM

View PostLordNothing, on 27 April 2022 - 06:59 AM, said:


the problem with solaris is that they didnt listen to what the player base thought solaris should be. we were thinking mw4 solaris, or mwll solaris. i dont think anyone thought dueling was a good idea.


beg to differ. duellng is a great idea - STILL.
problem is the non-existent MM and playerbase to pick from, to have a GOOD (read: balanced and open outcome) duel.

-good players are sick and tired of waiting for AGES, only to pummel a baddie into the ground half-asleep;
-while new/bad players at the same time are sick and tired of waiting for AGES, only to have a guaranteed loss that takes ~30-60seconds.

in theory though, duels would be great (are! - just not in solaris, but private lobbies).
it's just not something that can be done within the boundaries of mwo..

Edited by Teenage Mutant Ninja Urbie, 27 April 2022 - 07:09 AM.


#14 LordNothing

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Posted 27 April 2022 - 08:39 AM

View PostTeenage Mutant Ninja Urbie, on 27 April 2022 - 07:08 AM, said:


beg to differ. duellng is a great idea - STILL.
problem is the non-existent MM and playerbase to pick from, to have a GOOD (read: balanced and open outcome) duel.

-good players are sick and tired of waiting for AGES, only to pummel a baddie into the ground half-asleep;
-while new/bad players at the same time are sick and tired of waiting for AGES, only to have a guaranteed loss that takes ~30-60seconds.

in theory though, duels would be great (are! - just not in solaris, but private lobbies).
it's just not something that can be done within the boundaries of mwo..


i have to disagree. duals are just boring. most battles resolve themselves in under a minute. but the wait times can be many times that. even if you had a rare good fight, it was still kind of meh. dueling with friends is fine in private lobbies, but dueling total strangers is bad.

there were some problems, which pgi constantly ignored, as usual. they could have salvaged it with a matchmaker (or at least a lazy foo method for playing 2v2), made a single button join system (opt into the divisions you want), or reduced the number of divisions, added 4v4 when scouting was canned, etc. i remember when solaris dropped i was excited to have something new to do with the game, even if its not what i wanted. but the inability for pgi to refine the mode or fix basic problems did a lot more to kill it.

Edited by LordNothing, 27 April 2022 - 08:41 AM.


#15 Tarl Cabot

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Posted 28 April 2022 - 04:40 PM

View PostLordNothing, on 27 April 2022 - 06:59 AM, said:


the problem with solaris is that they didnt listen to what the player base thought solaris should be. we were thinking mw4 solaris, or mwll solaris. i dont think anyone thought dueling was a good idea.


This.. And if they had actually storyboard the setup that would have ended up close to what went live before putting in the work, I believe the player base would have slammed the door for them if they could not make actual changes.
  • Only 2 teams? No attempt to recode team setup, which could have potentially opened up door for other queues, for events...
  • Only 1v1 and 2v2
  • Divisions and it included all weight classes, and no attempt to break/bracket it? Whereas an "Open" division would have allowed all
  • No setup room, ie to see who was ready to drop...

Edited by Tarl Cabot, 28 April 2022 - 04:41 PM.


#16 DaZur

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Posted 28 April 2022 - 06:47 PM

View PostTarl Cabot, on 28 April 2022 - 04:40 PM, said:


This.. And if they had actually storyboard the setup that would have ended up close to what went live before putting in the work, I believe the player base would have slammed the door for them if they could not make actual changes.
  • Only 2 teams? No attempt to recode team setup, which could have potentially opened up door for other queues, for events...
  • Only 1v1 and 2v2
  • Divisions and it included all weight classes, and no attempt to break/bracket it? Whereas an "Open" division would have allowed all
  • No setup room, ie to see who was ready to drop...


This surprises you?

PGI's modus operandi was throwing random ideas at the wall and allowing the "power that were" to say what stuck and what didn't...

I swear my dog does a better job of decision making when faces with a plate of cookies sitting on the coffee table when we're not in the room than PGI did in it's heyday.

#17 TheCaptainJZ

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Posted 29 April 2022 - 05:20 AM

They were working within some technical constraints as well. I heard it said that this game cannot support anything other than exactly 2 teams for whatever reason.

#18 MrTBSC

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Posted 30 April 2022 - 10:04 PM

View PostLordNothing, on 27 April 2022 - 06:59 AM, said:


i dont think anyone thought dueling was a good idea.


guess i´m anyone then ... no i truely think solaris could have worked if they properly matched the mechclasses/mechchassis together ..

#19 Curccu

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Posted 02 May 2022 - 08:10 AM

View PostLordNothing, on 27 April 2022 - 08:39 AM, said:

i have to disagree. duals are just boring. most battles resolve themselves in under a minute. but the wait times can be many times that. even if you had a rare good fight, it was still kind of meh. dueling with friends is fine in private lobbies, but dueling total strangers is bad.

IMO dueling was very fun and 2v2 was fun if opponent(s) were close to your skill.
Solaris queueing, matchmaking, getting into match, that announcement nonsense etc. suck

View PostLordNothing, on 27 April 2022 - 08:39 AM, said:

there were some problems, which pgi constantly ignored, as usual. they could have salvaged it with a matchmaker (or at least a lazy foo method for playing 2v2), made a single button join system (opt into the divisions you want), or reduced the number of divisions, added 4v4 when scouting was canned, etc. i remember when solaris dropped i was excited to have something new to do with the game, even if its not what i wanted. but the inability for pgi to refine the mode or fix basic problems did a lot more to kill it.

Yep PGI dropped the ball on solaris as bad as is pretty much possible, but still as a concept it is very enjoyable if implemented better.

#20 Seelenlos

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Posted 04 May 2022 - 01:36 AM

View PostVeeOt Dragon, on 27 April 2022 - 05:25 AM, said:

yeah PGI wasted a LOT of time a money on Solaris, a game mode almost nobody plays, when they could have been putting those resources towards stuff like what they are doing now. hell even though i don't play Faction (its just to much toxic ultra comparative meta nonsense) though could have put that money towards that.

not a founder by far but i have been playing for quite some time off and on.


Taking up this comment, I came with the Idea of PUGs-Play in factions too (again) but this time random IS-IS / IS-Clan / Clan-Clan as nobody know which team making happens.

Not faction play, but faction skirmish and a little bonus toward Faction-Play to maybe pull ppl to FP.

Oh didn't FP since I am back ...





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