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Official Response to Community Concerns - OCT 12/2012


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#401 Wildcat

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Posted 13 October 2012 - 08:05 PM

View PostPaul Inouye, on 12 October 2012 - 05:29 PM, said:

A response to the major concerns of the community.

We would like to let you all know that we DO listen and DO carefully follow the forums, Facebook, Tweets, PMs and support tickets. We have a team of committed staff whose entire job is to tell us these things.

Game development is similar to trying to steer a very large ship. To make changes in direction takes time and accurate judgement calls. Even after the decision to change direction has been made, it takes a lot of time to make sure the change is working and the direction is valid. A lot of the feedback on the forums specifically are in the **** for implementation, but again it comes down to time to get them ready and tested before sending it out to you folks on the live servers.

That being said, we’d like to address the concerns and worries that many of you have regarding Open Beta, Match Making, Founder’s Premiums, Game Balance, New User Flow and the future of Community Warfare.


Open Beta:

We have decided to push Open Beta back. We agree that the game's current state of stability is not allowing us to get the latest experience across to new and veteran players alike. This is a short push back on the date and will depend on the stability and playability of the build.


Current Gameplay Issue:

The instability (lag to completely dead FPS) has been identified and we will put out a fix tonight. We also want to make sure this fix works on the Live game servers so you will get a new patch very soon.


Match Making:

The developers at PGI are all veteran game players. Many of us were or still are competitive gamers and truly know the feeling of a great match played between two equally matched teams.

The next 3 stages of planned releases for Match Making involve the following:

Phase 1:

Reduce the maximum # of players in a group to 4. This means when players form a group, they will only be able to add 3 people. When that group launches, they will be put in a bucket. The match maker will then fill the rest of the 8 player team with 4 PUGs or any partial groups that are looking for a match at that moment. The same will happen for the other team. Matches will still be 8v8 but instead of playing against 8 people in an organized premade, you will see a max of 4.

Now before you light your pitchforks, we know that this does not address all the issues and that 8-player groups are the mainstay of community and organized team-play. This is why we move to Phase 2 VERY soon after Phase 1.

Phase 2:

Players will be able to convert their 4-player group to an 8-player group similarly to how World of Warcraft’s group to raid conversion works. With a click of a button, a group leader can convert a 4-player group to 8-players and invite 4 more players to the group. There is a limitation to this however. If the group leader decides to convert to an 8-player group, they MUST have 8 players in order to launch. (i.e. you cannot launch a game with 5,6 or 7 players). In addition to that, your 8-player group will be matched to another 8-player group ONLY. This does reduce the change of finding a match quickly but at the same time 8-players teams will finally be matched to other 8-player teams exclusively.

At some future date we will also want to include the ability to challenge a specific 8-player team to a match in a competitive/eSport manner. But as stated, this will be coming at a later date.

Phase 3:

We have been examining the various ranking systems in other games/structured tournament play etc. This includes ELO, TrueSkill and others. Our current plan is to use a hybrid system that uses the mentality of ELO with a weighting system that we’ve determined that drives down to player effectiveness/skill in a match. In order for this to work properly, we will need to do heavy pre-release testing before it goes live to the community and hence the amount of time to get it implemented.

We currently cannot go into detail as to how this system will work because we are not going to over-promise something that may change during implementation. We will try to keep you as up to date on this as possible.

Founder’s Premium Account Status:

We have heard your cries and we are responding to them…

On the date of Open Beta, your Premium Account timer WILL start ticking. Around Open Beta, a button will appear that will allow YOU the Founder’s account holder to decide when the timer starts to tick down. At the same time as this button appearing, your used Premium Account time will be reset to its full value. At that point, you can click the button to start your timer but you cannot stop it. It will be up to you to decide when the Premium Account starts to tick.

Please note that this only applies to Founder’s Premium Account Bonus. Founder’s Mechs behave as planned from Open Beta onward.

Players who purchase a Premium Account AFTER Open Beta will have their timers start immediately upon purchase.


Game Balance:

The game is fairly close to where we want it but the last few items are finally coming into play in terms of Mech on-board systems and items such as Double Heat Sinks, Ferro Fibrous Armor which directly relate to weapon balance and combat experience. Now that those systems are in place, we will be looking into balancing factors such as heat and damage/damage over time etc.

For more information about where weapons are going, check out this link.


New User Experience:

We are adding a lot of tutorials for new players, and we believe this will help greatly. We’re also tightening the UI to make the flow easier to understand. In general, we’re adding a lot in the coming days, and we do understand this is needed to help new players the various complexities of MechWarrior Online.

Videos of every aspect of Mech Warfare will be coming soon, including moving your Mech, arming your Mech and tactics with your Mech.

Community Warfare:
Let’s start off by re-quoting the original Community Warfare Pillar from our game description:

Community Warfare:
MechWarrior® in all of its incarnations has always had a loyal following of players in one of the strongest on-line communities in gaming history. Piranha-Games hopes to bring this community together in a friendly conflict of universal control. This may sound a little odd, but it is the fun competitiveness that will keep the game alive and kicking for years to come. Utilizing the BattleTech® Inner Sphere, we plan to have skirmishes amongst the Great Houses in BattleTech® lore. Allowing the player to have an active part in this conflict is one of our key directives in designing this game. Players will be able to create, manage and customize their Merc Corp's player base and appearance, while banding together to really delve into the Inner Sphere conflict where House alignment reigns supreme. Merc Corp leaders will bid and fight for occupation rights to some of the most valuable planets across the Inner Sphere and challenge other Merc Corps for control of planets reaping large rewards.

Nothing has changed from this original vision of where we want to take Community Warfare. The thing about Community Warfare the decision to push it out further post Open Beta, is the sheer size of the feature and the amount of time to implement. Right now we want the dev team to focus on getting the current game feature set into the live build and then stabilize the build as people join us through the first few weeks of Open Beta. Soon after, a large segment of the entire team will shift over to getting Community Warfare coded and implemented so we can get this into the hands of internal/early beta tester’s hands so we can launch the feature in the future. Because of the sheer workload of this feature we cannot give you an accurate timeline for delivery for this but we will start rolling out information as we begin development of Community Warfare.

After this big gameplay injection, we will look at the plan for the Clan Invasion.

- The MechWarrior™ Online® Team


Thanks Paul and the Rest of PGI, you guys have done the right thing here to make sure PGI and MWO Succeed !

#402 the huanglong

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Posted 13 October 2012 - 08:38 PM

Good news all round!

#403 Renwault

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Posted 13 October 2012 - 09:32 PM

Do any of you really think that PGI listen to us on either account of the open beta or the pug grouping. They are only interested in making money. Open beta would have hurt MC sales because if you cant play the game you will quit. And Pugs getting a Buff now and PGI ruining anyone that has a group more then 4 and less then 8 makes the game easier for the single players that dont have a group or friends.

It is all about money they could care less about the players and the community. Trust me its business if it wasn't do you think they would be pushing the Open Beta so hard? Be realistic here people.

#404 anglomanii

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Posted 13 October 2012 - 09:42 PM

View PostKyle Lewis, on 13 October 2012 - 09:47 AM, said:

What part of Path way do you not understand? they want larger maps with 12 vs 12 matches... so why are you freaking out over a series of steps that are clearly being used to get to the place they want to be? BETA BETA BETA.

if your going to go screaming "BETA" you better have some thing better then that pile of crap to respond to.
Firstly, the "path" is going down a very slippery slope.. we need to re-orientate our selves and acquire the original target with out the grey swirl of contamination about it.. take a deep breath, and as i stated let the players choose the right path. give us the options, allow the player to decide if he or she wants to play a PUG only match, play a Group match or play a mixed match as we do now. this is the only decent method for determining the "right Path"
Secondly, Beta is not really a suitable description of this games development cycle. we are looking very much more towards a spiral development system, of continuous improvement via the Create-test-play-acknowledge cycle.

#405 GROG13

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Posted 13 October 2012 - 09:43 PM

WOOT!!

#406 D34K

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Posted 13 October 2012 - 09:43 PM

PGI listen? Listen to the teams: stop this Phase 1 and Phase 2 bollocks.

Keep the "quick launch" for PUG action and add a lobby/grouping/challenge system. It's not difficult. It's what the teams want. It protects the PUGs. It lets everyone play the game how they want to.

I am truly staggered how many people have not understood the implications of this omni-shambles PGI are planning.

Edited by D34K, 13 October 2012 - 09:59 PM.


#407 Harrison Kelly

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Posted 13 October 2012 - 10:07 PM

Highly approve of this decision.

#408 Zerikin

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Posted 13 October 2012 - 10:10 PM

Good calls all around. Open beta definitely needs to wait until stability is back.

#409 zudukai

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Posted 13 October 2012 - 10:20 PM

when should group drops phase 1 start?

#410 Red Klown X

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Posted 13 October 2012 - 10:27 PM

Do not listen to the complaints of players who do not wish to belong to a clan or a house ! That s the background of this game !!!

Do not turn the world of battletech into one more fps f2p !

since when fights, war etc are balanced ? Make a balance like in the rules with the tonnage and not the number of players !!!

Mechwarrior is a game that takes its meaning with houses and clan ! It is the pugs to understand that they have to join or create one structure because is not a game where an alone wolf can live !

All this game is about teamplay , pugs have to deal with it , be recruited if they are good or try to learn to figth in solaris !

In the current state, like many, i will took a step back for the payment of my pack legendary founder and expected to have more information when the following events and decision about the gameplay.

I left eve online and killed all my 5-6 years character because their choice turn the game into the crap that we know today ( extra super size gang of the same ship , supercap for the boring time and lost the small gang spirit that i like the most , .
I left world of tank because the game ( random free for all ) with pugs is a total disaster and because the sound of benefice is too strong for me , in this game you can't play a tiers 9-10 if you dont pay a premium , even if you finish a figth sniper and top killer , ammo cost and repair burn the benefit .

Dont follow the step of other f2p , make your own , make mechwarrior online like he has to be from what we know about the background !

Death to the pugs .


Edited by klownnection, 13 October 2012 - 10:36 PM.


#411 Xagul

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Posted 13 October 2012 - 10:31 PM

Thanks!

#412 pursang

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Posted 14 October 2012 - 12:39 AM

It's a start, at least.


View Postklownnection, on 13 October 2012 - 10:27 PM, said:

Death to the pugs .


Good luck with trying to attract new players with an attitude like that.

Edited by pursang, 14 October 2012 - 12:40 AM.


#413 D34K

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Posted 14 October 2012 - 12:39 AM

If people are reading what Paul wrote (doubtful) they certainly are not understanding its implications.

screwing up teamplay in a multiplayer game != good



#414 zudukai

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Posted 14 October 2012 - 01:07 AM

hmm, the amount of dumb is staggering; and i quote

Quote

Phase 1:

Reduce the maximum # of players in a group to 4. This means when players form a group, they will only be able to add 3 people. When that group launches, they will be put in a bucket. The match maker will then fill the rest of the 8 player team with 4 PUGs or any partial groups that are looking for a match at that moment. The same will happen for the other team. Matches will still be 8v8 but instead of playing against 8 people in an organized premade, you will see a max of 4.

Now before you light your pitchforks, we know that this does not address all the issues and that 8-player groups are the mainstay of community and organized team-play. This is why we move to Phase 2 VERY soon after Phase 1.


Phase 2:

Players will be able to convert their 4-player group to an 8-player group..~..they MUST have 8 players in order to launch..~..In addition to that, your 8-player group will be matched to another 8-player group ONLY.


#415 Rushin Roulette

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Posted 14 October 2012 - 02:16 AM

Actually the phase 1 matchmaking is perfect to start off the game in the open beta (i.e. loads of new players). There will be no full 8 man doubble lances ripping apart newbies left right and centre. Any new player landing as the second half of teh lance together with an organized group can look over their shoulders and see how teamplay looks like from the vantage point of someone who is not being pounded to shreds within 10 seconds of looking over a ridge.

Once the new players haev a basig crasp of matchmaking and tactics, phase 2 can start which steps up the pace once again and lets them group up themselves to try their shiny new tactics.

Bit by bit the matchmaking will be refined, while also letting new players learn the basics before dropping in for the slaughter.

P. S. looking forward to the final phases of the matchmaking... until then we have already started training in 4 man groups which we will be able to combine later on down the road giving us 2 or more fully independant lances able to seamlessly work together and cover each other.

#416 Butters

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Posted 14 October 2012 - 02:21 AM

matchmaking --> Skip phase 1 and go DIRECTLY to phase 2 .. nothing good comes out of pug groups when half of you are on TS and working together and the 4 pugs go out thinking they are the metallized John Rambo ..

edit: it ****** and drives competitive player groups off the game in phase 1 ..

edit 2 : excellent work on the patching , community response and overall creating an epic game :P ..

Edited by Butters, 14 October 2012 - 02:25 AM.


#417 Mackensen

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Posted 14 October 2012 - 02:54 AM

A NEW HOPE!
Great news! The game is very playable now when the lag problem has been fixed. Graphics are great but needs some tuning. Don´t hurry this! Take your time. Do things right and be ahead of the power curve.

#418 Morang

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Posted 14 October 2012 - 03:19 AM

Pretty please, before you go open beta, also fix some easily fixable, but very noticeable things: non-remappable keys (BattleGrid, Chain Fire, Reverse Throttle) and ability to adjust mouse sensitivity in-game.

#419 Cashdrop

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Posted 14 October 2012 - 03:24 AM

Great news. Thanks Paul.

#420 arghmace

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Posted 14 October 2012 - 03:29 AM

To all those crying about not being able to play together with 5-7 friends: What the heck did you do earlier when you had 9+ players online? How is this different?

Anyway I think a strict 8 vs 8 is a bit too restrictive. If you look at WoT the company battles are tank tier point limited (except the highest one) so the amount of players can vary a bit depending on how big equipment you roll onto the field. The most usual amount of players in tier 8 companies is 12-13 with the limit being at 15.

I think with the current MWO limit of 8 this is a bit hard to implement but once we have 12 vs 12 battles I think it might be wise to balance out the company battles in a way that 10 players is the most usual amount but you can easily do anything between 8 and 12 depending on how heavy mechs you choose. This way it doesn't matter that much how many friends happen to be online (as long as it isn't that 5-7, lol).

Now simple tonnage limit isn't good since certainly two 50 tons are more effective than one 100 ton mech. There should be some carefully thought out point system behind this. I'd set a certain base value and then add tonnage to get the mech point value. Maybe a base value of 25 so a Jenner would be 60 points (25+35 tons), a Hunchie 75 points, a Catapult 90, an Awesome 105 and an Atlas 125 points. Now you can get 2 Jenners for the price of one Atlas but not two Hunchies.

If with this mech point system we would set the team points to 1000, you could lauch with 8 Atlases and use all your quota. Or if you have 12 players, take 2 Awesomes, 4 Catapults, 1 Dragon, 3 Hunchies and 2 Jenners to make it an even 1000 points. 10 players could take 5 Atlases and 5 Hunchies. Any player amount between 8 and 12 would be achievable.

Edited by arghmace, 14 October 2012 - 03:38 AM.






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