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Mwo 2025


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#21 Meep Meep

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Posted 26 February 2025 - 01:48 PM

View Postsycocys, on 26 February 2025 - 05:17 AM, said:

Meep, if you poke around steam there's some new mech titles getting developed out there, I'm sure in the Epic landscape as well though I don't use that service.

I'd say there's not enough money for someone to develop one with a AAA experience, but the quality of those studio's productions has gone so far down hill that meeting that target probably isn't out of range for a handful of folks on an indie team now.


By AAA I mean the gameplay not a pc melting amount of fancy effects and high end raytracing etc.

Edited by Meep Meep, 26 February 2025 - 01:48 PM.


#22 LordNothing

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Posted 26 February 2025 - 04:00 PM

aaa only means one thing to me. bad games.

#23 Meep Meep

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Posted 26 February 2025 - 04:31 PM

Thats because the big studios all got infected with a certain mind virus and self destructed. There are plenty of good to excellent 'AAA' games out there from smaller studios or even indie or solo operations.

#24 pbiggz

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Posted 27 February 2025 - 02:21 PM

View PostMeep Meep, on 26 February 2025 - 04:31 PM, said:

Thats because the big studios all got infected with a certain mind virus and self destructed. There are plenty of good to excellent 'AAA' games out there from smaller studios or even indie or solo operations.


Financializing game development obviously led to only investor-friendly pitches getting approval. Live service was the investor-friendly buzz word for the last decade or so, and all the big studios are now absolutely eating **** because those games are extraordinarily expensive to make, the market has a very low capacity for them, and when they're bad (and often they are) they're really really bad.

Contrast a game like Anthem with a game like Baldurs Gate 3 and its plainly obvious the planning, and motivation, and vision for those projects couldn't have been more different. Bioware basically had no plan for anthem, and EA wanted a cash pig live service game to respond to Destiny 2. It crashed and burned. Larian wanted to make a cool DnD RPG game; the kind they would have wanted to play themselves. They did it. It was a fabulous success.

Edited by pbiggz, 27 February 2025 - 02:23 PM.


#25 ajikeshi

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Posted 08 March 2025 - 10:43 AM

View PostLanzman, on 15 February 2025 - 06:20 AM, said:

PGI could always open source the game once they themselves are done with it. >>helpless laughter<<


sadly that is never gonna happen, pgi does not own the engine, and does not own the IP (only rented from microsoft) to begin with

#26 LordNothing

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Posted 08 March 2025 - 11:34 AM

a lot of the command and conquer games were recently released. of course in house engine is almost always a requirement for that. 3rd party engines and assets used in modern games would make this a licensing nightmare. there is a financial motive for open sourcing games in that it usually precludes the actual game content, so people obtain the game through various game stores to use the source ports. so it can be a source of extended revenue.

i remember freespace 2 was initially a financial flop, but because of an epic source code community, it ended up making a ton of money for the developer in the long run. then you got games like doom and quake that due to various source ports ended up making extra money and then official enhanced versions started becoming a thing. again these were all in house engines, even when stripped of 3rd party code were workable, modern games are probibly 90%+ third party code.

dont think this applies to pgi though. minimal effort, minimal product has their modus operandi since day one. i dont think they have enough internal knowledge of their codebase anymore to actually pull it off, nor could they afford it.

Edited by LordNothing, 08 March 2025 - 11:49 AM.


#27 kalashnikity

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Posted 08 March 2025 - 02:07 PM

View Postajikeshi, on 08 March 2025 - 10:43 AM, said:

sadly that is never gonna happen, pgi does not own the engine, and does not own the IP (only rented from microsoft) to begin with


Nobody wants MWO2 to use cryengine, and Unreal Engine is free to use and play with. Just saying. They charge a minimal percentage if it goes commercial.

I'm not lawyer, but if it's a fan built game and free to play, I think it is exempt from copyright laws, and donations can be used to pay for server time, and I think there is enough nerd brain power here to get it going.

If the current owners shut down operations, I think we still have options.

#28 Meep Meep

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Posted 08 March 2025 - 02:53 PM

Keep an eye on engines of destruction. Its in super early alpha and very rough but it looks to be an mwo adjacent clone with some arcade elements.

Edited by Meep Meep, 08 March 2025 - 02:54 PM.


#29 kalashnikity

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Posted 08 March 2025 - 07:45 PM

Star Citizen is the type of game I hope Mechwarrior could eventually turn in to, it's the type of game I envisioned back in 1996, when I was looking into the future of what I would want to play, but the technology wasn't there yet.

Combined elements of FPS, role playing, flight simulator space combat, and big stompy robots.

#30 LordNothing

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Posted 09 March 2025 - 09:54 AM

View Postkalashnikity, on 08 March 2025 - 07:45 PM, said:

Star Citizen is the type of game I hope Mechwarrior could eventually turn in to, it's the type of game I envisioned back in 1996, when I was looking into the future of what I would want to play, but the technology wasn't there yet.

Combined elements of FPS, role playing, flight simulator space combat, and big stompy robots.


did star citizen ever turn into a game? seems they tried to do what elite dangerous did better at launch, and i didn't even play that (i bought it though). at the end of the day space sims have been ruined for me by kerbal space program.

Edited by LordNothing, 09 March 2025 - 09:56 AM.


#31 Lanzman

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Posted 09 March 2025 - 03:03 PM

View Postajikeshi, on 08 March 2025 - 10:43 AM, said:

sadly that is never gonna happen, pgi does not own the engine, and does not own the IP (only rented from microsoft) to begin with

Yes, note the ">>helpless laughter<<" portion of my post.

#32 kalashnikity

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Posted 09 March 2025 - 06:25 PM

View PostLordNothing, on 09 March 2025 - 09:54 AM, said:


did star citizen ever turn into a game? seems they tried to do what elite dangerous did better at launch, and i didn't even play that (i bought it though). at the end of the day space sims have been ruined for me by kerbal space program.


I never downloaded it to check it out, but I really liked the idea behind it. Based on looking at wikipedia it seems to be a working game, but also still being developed.

I believe there is at least one other game in development with a depth and breadth (don't ask the name, I forgot what it is), but blending aspects of multiple genera, without forcing people to play all aspects, is a real winner IMHO.

Real world building, especially if you could add the aspects of games like Eve Online (which I have also never played).

Battletech has all necessary aspects in it's lore, with hundreds of books to glean source material from, if a true sandbox was made available it has niches for everyone.

And since Battletech books cover many many decades (200 years or so?) there is enough room for a nice progression, with plenty of room for inevitable power creep, (and even a hard reset, with dark ages), so it has enough "progress" to keep new and old fans going with new material able to be introduced several times per year and still last a decade of play time (at least a decade).

IDK the best way to handle something like building a character and then that character literally dying, either through combat or old age... but that is an aspect one could consider putting in a future "MW2".

Why? Games like Eve Online (which I have never played, but I've read a fair amount about) have real life consequences to game events, and it even has a real life economy tied to it, with lots of actual real life money being traded for in game assets.

Verses games like MWO or WoW where the character or mech essentially has infinite re-spawn and no consequences to player death/defeat.

In playing MW5 there have been many times where I had to seriously consider replaying a battle because one of my special builds (i use a lot of mods) got destroyed and I lost components that were hard to come by even in late game. Imagine if MW2 was essentially a live server and imagine how salty it could get if our battle choices had real life consequences at the level of Eve Online. Or even at a small fraction of that level. What if losing a match actually translated to losing a mech, for good, or even just needing to rebuild/repair it with in game (or even real money).

I know that's a big project to even think about, probably not in the scope of what anyone at PGI (or the new parent company) wants to deal with, and it's a much bigger risk... but with bigger risks can come bigger rewards. That level of world building isn't a task for a small studio, but on the other hand that big of an effort (with more play style niches for many different types of game aficionados) could pull from a much larger audience that the current crop of die hard grognard cockpit junkies.

Having hung out occasionally with people who actually play table top Battletech but not MWO/MW5, I know there are niches that are not currently being explored. Frankly, one of the biggest limitations in the current game is that piloting a big stompy robot actually takes a lot of skill and practice to do even moderately well, and making good tactical decisions in a fast moving battle is also a very niche skill, being Tier 3 in MWO is IMHO a lot harder than the average First Person Shooter. It's more on the level of flight simulator, I mean seriously, well over half of the keyboard can be mapped to a function and even basic play is a big challenge to map to a typical console controller without cutting significant corners. I'm sure the average Tier 4 player on MWO has a pretty high skill level just to stay in Tier 4, compared to an average first person shooter, and IMHO our top Tier 1 guys are surely on an entirely different level above any other FPS game's "top tier" players.

#33 kalashnikity

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Posted 09 March 2025 - 06:54 PM

At a bare minimum, I think the "next" mechwarrior game should include AI assets for Elementals, Tanks, VTOL, and Aerospace fighters.

And, obviously, we need destructible environments, and procedural generated terrain.

No more memorizing every nook and cranny on a map... no more known and predictable drop locations and ambush spots. Every map is different, every time. Posted Image

We should get ~1 minute to look at the map and where the drop ships will land (and communicate with your team... while the game loads).

There are already highly detailed geological survey maps for the entire planet Earth, that could easily be fed into an AI and have it spit out more playable maps than you can imagine. You could play for many, many years and never play the same ~20 square kilometers twice (7.4 million matches at 20 km/^2 each, on Earth alone!)

Changes to biome can turn that topographical data into essentially infinite maps. Frankly I think it is silly to agonize over map making when such data is already available for free.

I, for one, would love to go all stompy robot in Tokyo... Posted Image or the grand Canyon, etc, etc... Even just picking the geographically unique locations, there is plenty to work with. Google Earth has all the data you need to populate these topo maps with things like bridges and buildings, etc.

Hiring people agonizingly hand craft arena maps is SO..... last century, and frankly we need more realism, real battle doesn't have perfectly symmetrical and well balanced maps with memorizable drop ship landing patterns.

#34 kalashnikity

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Posted 09 March 2025 - 07:00 PM

Right now we get docked for team damage, imagine if we also got docked for damage to the city we are supposed to be defending. Posted Image

Seriously, we should get real defense/offense maps too, and ignore the "but muh balance" peeps, real combat doesn't have balance. I can just imagine the salty tears over having game modes other than Skirmish and Assault... Posted Image

FWIW I hope I'm not just typing this to fellow players, but that developers are paying attention, IMHO these are some great ideas that could also happen to make some money.

These are the games I would want to play.

#35 LordNothing

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Posted 09 March 2025 - 08:06 PM

i wouldnt mind just seeing a commercial version of mwll with a mechlab. if you can put that on a megamap or open world with the entire population in the world at any given time, having little skirmishes and fighting over bases. or doing deep raids with a dropship.

#36 kalashnikity

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Posted 09 March 2025 - 08:11 PM

View PostLordNothing, on 09 March 2025 - 08:06 PM, said:

i wouldnt mind just seeing a commercial version of mwll with a mechlab. if you can put that on a megamap or open world with the entire population in the world at any given time, having little skirmishes and fighting over bases. or doing deep raids with a dropship.


That would be very interesting, like faction play on steroids.

#37 shazui

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Posted 21 May 2025 - 06:54 AM

Speaking to potential ways to get piranha games to look into creating MWO2
The biggest issue i recall them mentioning is if they do it, basically just port current game version in new engine is recreating stuff.
Not to mention people that would stop buying mech packs.
I would suggest having a continuation of being able to import previously purchased mech packs into the new game.
IE keep their current prices to buy in new game for example, but allow like a discount to bring over x amount of mechs from an already purchased mech pack.
Or have a sub fee to allow using all unlocked mechs from mwo like for 5 a month and get mc or something that would allow you to spend on importing mech packs.
There is already overlap between mwo mech packs and recreated mechs in MechWarrior clans and we know that piranha will likely be thinking on their next release at some point, which might be pvp focused, since they did release their sandbox, story versions
ultimately this maybe wishlisting, but its the only way i can see the current user based not getting pissed off over their previous investments and still allowing some compromise to allow legacy users to still get their monies worth while implementing a way to get money for stuff that might already be in the works.

#38 1453 R

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Posted 22 May 2025 - 06:40 AM

View Postshazui, on 21 May 2025 - 06:54 AM, said:

Speaking to potential ways to get piranha games to look into creating MWO2
The biggest issue i recall them mentioning is if they do it, basically just port current game version in new engine is recreating stuff.
Not to mention people that would stop buying mech packs.
I would suggest having a continuation of being able to import previously purchased mech packs into the new game.
IE keep their current prices to buy in new game for example, but allow like a discount to bring over x amount of mechs from an already purchased mech pack.
Or have a sub fee to allow using all unlocked mechs from mwo like for 5 a month and get mc or something that would allow you to spend on importing mech packs.
There is already overlap between mwo mech packs and recreated mechs in MechWarrior clans and we know that piranha will likely be thinking on their next release at some point, which might be pvp focused, since they did release their sandbox, story versions
ultimately this maybe wishlisting, but its the only way i can see the current user based not getting pissed off over their previous investments and still allowing some compromise to allow legacy users to still get their monies worth while implementing a way to get money for stuff that might already be in the works.


Asking people to purchase the ability to keep purchases they've already made is about as certain a way of sinking any prospective MechWarrior Online 2 as I can think of. People in this game already despise giving money to PGI for any reason; asking them to duplicate purchases, even at a discount, is a surefire path to rebellion.

Any prospective MWO2 would have to be a clean break from the current game, and here's the real rub: Piranha never wanted to make "MWO" in the first place. They wanted to make MechWarrior 5, and they got that chance. Twice. MWO was a stepping stone along the way, and Russ Bullock i.e. the Guy In Charge, was burned so badly by the learning curve of operating a multiplayer competitive live service game that I doubt he will ever authorize doing so again.

There will be no MWO2. Not made by Piranha, at any rate.

#39 BlueDevilspawn

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Posted 22 May 2025 - 07:26 AM

I have said and will always say that I support giving up my entire mech collection if it means a financially viable MWO2.

People have a massive sunk cost bias and not being able to sell mechs (or whatever the monetization model ends up being) will deter a developer from making MWO2 imo.

I understand some people have invested around a decade into the game, but that's still the sunk cost bias talking. Drawing a line that devs respect a 10+ year old live service game's purchases in terms of supporting a brand new title is pretty much a guarantee that it'll never get made.

PGI has also said they'd likely go to a premium pricing model, not f2p, if making a new MWO. I think the basic mindset should be [someone / developer / PGI] makes new game, people buy new game.

#40 1453 R

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Posted 22 May 2025 - 08:14 AM

Absolutely, BDS. If a MWO2 were in the offing, with improved systems, new features and an actually viable development team? Cool. MWO1 purchases can stay in MWO1. Gimme my four 'Mech bays and my empty hangar, and let's get cracking. If I want to play my old MWO1 jank, MWO1 will be there (for a while, anyways).

New game? New investment. it's only fair - if we want them to exert all the time and cost to create a new product, they're allowed to charge for the new product. Ideally in a way that's less...divisive...than MWO's existing pricing schema that nobody likes.





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