An6ryMan69, on 12 February 2024 - 10:53 AM, said:
If it's going to be more than a small, niche game MWO 2 need to be like other full budget, full priced products.
- Public release is a finished product that does not need (not even close) monthly patches, or perk and quirk adjustments (don't even think about it).
So the game has to be absolutely pitch perfect from the word go, with absolutely no room for iteration, correction, or even just some fresh funky changes to keep the game from going stale?
Sounds like an impossible pipe dream. Even the best companies in the world can't pull that one off.
An6ryMan69, on 12 February 2024 - 10:53 AM, said:
- Public release is free from interference from any manner of interference by subgroups of players.
Ahhh yes, another 'the Cauldron hates brawling!' whine. Same answer as usual: stop charging tatas-first into the fire of thirteen enemy 'Mechs from across an open field and you'll find that your 'brawling' games improve tremendously. Fight smarter, not harder.
An6ryMan69, on 12 February 2024 - 10:53 AM, said:
- Any additional content or occasional patches that comes out are always compatible with existing product and never downgrades existing product (nerfs).
So endless infinite power creep forever? Again - impossible pipe dream. People who whine about nerfs don't understand game design. The levers need to be able to go both ways,
especially in a PvP game where player habits and skills can evolve over time and show something that was once thought to be 'balanced' is in fact way overtuned when someone uses it to its maximum potential.
An6ryMan69, on 12 February 2024 - 10:53 AM, said:
-Product is balanced for the general gaming public, most of which are not hardcore gamers and have little patience for steep learning curves, overly technical gameplay, overly competitive gameplay, or only being successful under certain circumstances.
While I agree that the idea of "trickle-down" balance is stupid...this is MechWarrior. They made a "MechWarrior" for the General Gaming Public. It was called MechAssault, and the BattleTech fanbase
absolutely despised it. MechWarrior players
want that 'overly technical' gameplay, the heavy learning curves, all the stuff that makes them feel like they're truly mastering their giant combat robot. Can you make onboarding new players easier? Absolutely. Hell, I learned just last month that MWO has a
freaking tutorial now - a fully voiced one, even! Watched my friend run through it all "when the **** did
this happen?", but hell if it didn't do a decent job of introducing the fundamentals.
As for the rest? You're asking for a competitive shooter game to be made deliberately uncompetitive. How, precisely, does that work?
An6ryMan69, on 12 February 2024 - 10:53 AM, said:
- Game modes that match up solo vs solo, group vs group, and also match up skill levels.
Ahhh yes, the "people with friends are Ruining MWO Forever!" tirade. Because the matchmaker has infinite players to draw on to quickly form perfectly balanced matches as well as being able to perfectly predict the behavior of every single player in every single match in order to form matches guaranteed to go down to the wire, 12-11, every single time.
Oh, wait. That's right. Impossible Pipe Dream #3. if
Call of Freaking Duty can't do it with infinite money and literally
millions of players in a game with less than a tenth of the customization and potential for memedickery as MWO, you sure as hell aren't gonna get it in your niche high-customization robot shooter game.
An6ryMan69, on 12 February 2024 - 10:53 AM, said:
- Map design that works well for all kinds of play; player selectable maps.
You don't think they try? Cauldron-hating terribad 'brawlers' are angry because sniping is
possible. They will not be happy until all weapons are caped at 270 meters and they can charge codpiece-first at the enemy across wide-open ground Braveheart-style without taking a single point of damage before entering AC/20 range.
Maps are fine; stop Leeroy Jenkins-ing into the enemy like an eighty-ton rabid chihuahua and you'll start doing
way better. Does that mean exercising patience, waiting for your moment, and even occasionally losing a match because the long-range players did better at playing long range than the short-range players did at playing short range? Yes. Nature of the game. Sometimes the guys doing the thing you don't like/aren't good at get to win, too.
Also we have player-selectable maps. it
sucks. I never get to play on the maps I like to play on because every-damned-body in MWO always votes for GOD DAMNED HPG. Even when HPG isn't available, people manage to somehow vote for it. It's not even a bad map, I just want to play
somewhere bloody else. I've barely gotten to see Free Worlds League Colosseum, which sucks because the few times I've played on that map it's been
bloody awesome. Fully randomize maps again, and tell players to stop being doinks that take hyperspecialized fits which only work on one spawn of one map and invest in generalist builds again.
An6ryMan69, on 12 February 2024 - 10:53 AM, said:
- Gameplay taking precedent over lore.
That's what the Cauldron's been doing! You can't ignore lore entirely because this is a game franchise driven by a forty year old highly entrenched and fanatically loyal playerbase, but you also have to accept that the needs of a real-time shooter game are different than the needs of a turn-based tabletop combat game where one player controls an entire unit rather than a single machine. 'Mech geometry and shape doesn't matter for spit in tabletop; it's
vitally important in MWO. "DPS" doesn't exist in tabletop (and most autocannons are ******* terrible because of it); it's a critical aspect of combat in MWO. Half the equipment in tabletop will randomly cripple your 'Mech if you roll poorly, and even just a few points over "no heat" can cause catastrophic failures; neither of those is acceptable when each player has
one 'Mech they get to play per game.
And yet when Piranha leans too far towards gameplay, the 'Mech Dads ooze from the woodwork screaming about LORE ACCURACY and saying "BattleTech is
perfectly balanced if you just use the tabletop numbers exactly as printed!". Despite the fact that the game's FREAKING CREATOR updated and rebalanced a ton of the rules for his turn-based squad tactical shooter - or do we not remember HBS BattleTech changing the damage on autocannons, adjusting the slot totals of different 'Mechs so they have more room in the CT, and doing a bunch of other rules tweaks to the
forty year old books everyone holds up as Perfect Pillars of Balance?
The company can't win. It's why Russ washed his hands of MWO and left it to a skeleton crew and what amounts to a bunch of glorified unpaid interns. It'll be the same no matter who you give such a project to. 'Mech Dads and Arena Shooter Players are fundamentally incompatible. So, once again - impossible pipe dream.