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A new Players Critique


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#1 Malrock

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Posted 29 October 2012 - 07:38 PM

PUG's really suffer because there is no clue what the rest of your team is going to be running, and no ability to strategize pre match. In League of Legends when you join a random group you start in champ select... why not have mech select? where you can chat with your team and form some minor strategy etc. people can choose roles, and get a little organization pre match.

Next i am playing with pre set mechs obviously b/c i am not a founder.... but these come with pre set numbers as to what buttons to push to fire my weapons.... this obviously is not ideal. I should be able to assign these before the match as to which numbers i want my stuff on... or why not let me do it while i am loading the game. Those 10 seconds while we wait for pilots? what better chance to tweak my firing options? the default set up is typically far from optimal on how i think i would like to be firing my weapons in which combinations.

How about you some place identify what the heck the different mechs are good at doing so i have some clue as to what my role ought to be on the battlefield?

Why not have an all chat channel that people can be in from the client so people can ask questions talk to one another etc.... similar to all chat in mmo's.

Would it kill ya to have a tutorial or something i could join to sorta get the feel for controls? and make sure my graphic settings actually work? Graphic default set to HIGH joined my first game and couldn't even play had to quit the match. Have no clue why this is not actually adjustable in game. Also why on earth would windowed mode be the default game play method?

Why can you not adjust the brightness and contrast slider bars this makes no sense to me. If they don't work pls just remove them.

Why can i not see how much ammo my mech is carrying? Oh look this pre set mech has lrm 10's but ... how many? 10? 20? 500? 1,000? no clue... surprise you load into game to find out.

Also there seems to be no place i can go to see what my different guns are good for... there is some ac5 or some such and i have no clue what that does or when i should be using it but it is on one of the default mechs. At least with lasers / LRM that is pretty explanitory.. Laser = short range LRM = long range.

Very hard to tell if i am dealing damage to a mech especially with LRM's. Some sort of better feedback would be really nice. Only time i can be really sure is at the end and i figure out ooh i got an assist or kill or damn i guess i launched all those missiles into nothing... great 30 dmg....

I would also mention matchmaking ... but feel that has been covered in other posts so i won't dwell on it here.

#2 Jack Corvus

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Posted 29 October 2012 - 07:42 PM

View PostMalrock, on 29 October 2012 - 07:38 PM, said:

Very hard to tell if i am dealing damage to a mech especially with LRM's. Some sort of better feedback would be really nice. Only time i can be really sure is at the end and i figure out ooh i got an assist or kill or damn i guess i launched all those missiles into nothing... great 30 dmg....


Press the R key to target and scan the enemy mech. The longer you have your scan going, the more information you learn. After a couple seconds the scan shows you the armour and internal integrity of each part of the enemy mech. A moment later it will also show their weapon configuration. Damage, as you cause it, shows up immediately on that scan. You can also see scorch marks on the enemy mech itself (not the scan) and hot, glowing components.

As for LRMs, you have to maintain lock the entire time to guide the LRM to the target. If you lose your lock your missiles will go to the last known location, even if there's nothing there anymore. If you regain your lock your missiles will attempt to home back in on the target. Maintain that lock, always, until the missiles land.

#3 lsp

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Posted 29 October 2012 - 07:46 PM

You can set up your own weapon groups, which if you don't you'll overheat constantly.

#4 Quxudica

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Posted 29 October 2012 - 07:46 PM

I and other people have been saying for months that the newbie experience is tedious, grindy, opaque and frustrating. Sadly every time its brought up a legion of defenders showed up, and the critisims/suggestions pretty much fell on deaf ears. PGI has really seemed very reluctant to incorporate any of the major feedback they have been getting, as a result the experience for those just starting is.. well it is what we have here.

Releasing to Open Beta was a mistake this fast, I honestly wish they would have skipped the last content patch and instead focused on getting match making sorted out and improving the introductory/pug experience in the game.

While the youtube video tutorial was a nice bone to toss new players, it really is a laughable way to explain things in game to new people. Youtube videos as supplementary material would be fine - but they should have included a "training" map to introduce new players to all the various controls and concepts in a non-combat environment. This is something they have had listed as "like to do in the future" for months and no further comment was ever made on it.

Edited by Quxudica, 29 October 2012 - 07:50 PM.


#5 Jack Corvus

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Posted 29 October 2012 - 07:46 PM

View PostMalrock, on 29 October 2012 - 07:38 PM, said:

PUG's really suffer because there is no clue what the rest of your team is going to be running, and no ability to strategize pre match. In League of Legends when you join a random group you start in champ select... why not have mech select? where you can chat with your team and form some minor strategy etc. people can choose roles, and get a little organization pre match.

Next i am playing with pre set mechs obviously b/c i am not a founder.... but these come with pre set numbers as to what buttons to push to fire my weapons.... this obviously is not ideal. I should be able to assign these before the match as to which numbers i want my stuff on... or why not let me do it while i am loading the game. Those 10 seconds while we wait for pilots? what better chance to tweak my firing options? the default set up is typically far from optimal on how i think i would like to be firing my weapons in which combinations.


You're right in that you can't set those numbers before the game begins, but just to make sure you know, you *can* set them to whatever you want when the game is going (and those new settings will be saved for all future games in that mech). Use the arrow keys to navigate the rows and colums of the weapons list, and the right-side CTRL key to turn on or off the number for the currently selected weapon and group.

#6 Hovertank

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Posted 29 October 2012 - 07:51 PM

View PostMalrock, on 29 October 2012 - 07:38 PM, said:

PUG's really suffer...



All the points you raise are excellent ones, most of them bothered me as well when I started. This should be drafted up and sent to the developers as the next phase of UI and minor game changes.

#7 Death or Glory

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Posted 29 October 2012 - 07:52 PM

The controls, targeting, how to tell the health of an enemy mech, and how to reconfigure your firing groups are all covered by the tutorial video that is advertised both on this website and in the game itself. If you don't want to watch the video, then you can reconfigure your firing groups in the middle of a match by using the arrow keys and right control key. Use the up and down arrow keys to select the weapon you want, use the right and left arrow keys to select the firing group you want to assign that weapon to, and then use the right control button to assign the selected weapon to the selected firing group.

Edited by Death or Glory, 29 October 2012 - 07:53 PM.


#8 Scrad

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Posted 29 October 2012 - 07:53 PM

For most of the things that you have questioned there were guides on the old closed beta forums let me have a quick look see....

http://mwomercs.com/...s-excel-inside/

You will find the breakdown of all weapon stats here and a whole rafter of other things.

Also in the guides section you will find a lot of other useful posts a large number of which came from the closed beta testers, some of them had been playing for a long time and wrote some very good guides and information posts.

#9 Malrock

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Posted 29 October 2012 - 07:56 PM

I also forgot to mention that some times it feels a little bit over done when you receive damage. I understand they need to do something to indicate you are taking fire... but this doesn't feel appropriate. Feels way over the top... kinda like wwe style wrestling vs actual wrestling.... just ove the top and super showy... kinda detracts from the battle and exprience imo... and can be a little overwhelming at times.

View PostJack Corvus, on 29 October 2012 - 07:46 PM, said:


You're right in that you can't set those numbers before the game begins, but just to make sure you know, you *can* set them to whatever you want when the game is going (and those new settings will be saved for all future games in that mech). Use the arrow keys to navigate the rows and colums of the weapons list, and the right-side CTRL key to turn on or off the number for the currently selected weapon and group.


Good to know that it will remember my setting from one game to the next... guess i will just screw over my team one time and fiddle with the settings till i am happy and then go join the fight lol. Would be worth it in subsequent matchups i think.

#10 Jack Corvus

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Posted 29 October 2012 - 07:57 PM

What you experience when you get hit depends on what is hitting you. Weapons with a lot of kinetic force will rock you around. PPCs will fuzz out your electronics because it is a property of the weapon. Lasers will not budge you at all, you'll just suffer the burns. That's the simulation nature of the game.

Edited by Jack Corvus, 29 October 2012 - 07:57 PM.


#11 Malrock

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Posted 29 October 2012 - 08:01 PM

View PostJack Corvus, on 29 October 2012 - 07:42 PM, said:


Press the R key to target and scan the enemy mech. The longer you have your scan going, the more information you learn. After a couple seconds the scan shows you the armour and internal integrity of each part of the enemy mech. A moment later it will also show their weapon configuration. Damage, as you cause it, shows up immediately on that scan. You can also see scorch marks on the enemy mech itself (not the scan) and hot, glowing components.

As for LRMs, you have to maintain lock the entire time to guide the LRM to the target. If you lose your lock your missiles will go to the last known location, even if there's nothing there anymore. If you regain your lock your missiles will attempt to home back in on the target. Maintain that lock, always, until the missiles land.


Even then doesn't always seem like my shots are connecting... and extremely hard to tell in a fire fight if they are taking damage b/c i am firing or b/c a team mate is firing... also not always obvious when a mech is destroyed (other than your own of course)... seems like some times there is a delay in conveying this info.

View PostJack Corvus, on 29 October 2012 - 07:57 PM, said:

What you experience when you get hit depends on what is hitting you. Weapons with a lot of kinetic force will rock you around. PPCs will fuzz out your electronics because it is a property of the weapon. Lasers will not budge you at all, you'll just suffer the burns. That's the simulation nature of the game.


Good to know... still feels at times super exaggerated....

#12 BadSkut

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Posted 29 October 2012 - 08:05 PM

View PostMalrock, on 29 October 2012 - 07:56 PM, said:

I also forgot to mention that some times it feels a little bit over done when you receive damage. I understand they need to do something to indicate you are taking fire... but this doesn't feel appropriate. Feels way over the top... kinda like wwe style wrestling vs actual wrestling.... just ove the top and super showy... kinda detracts from the battle and exprience imo... and can be a little overwhelming at times.



Good to know that it will remember my setting from one game to the next... guess i will just screw over my team one time and fiddle with the settings till i am happy and then go join the fight lol. Would be worth it in subsequent matchups i think.



Once you start to learn how each weapon works and how to use them properly you'll start to get the sense of how you want them grouped before you even get to the game. Then you can set them up in about 5 seconds.

#13 Joseph Mallan

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Posted 29 October 2012 - 08:06 PM

Jack, As a Missile Boat Captain. If you have hit your R button and have lock long enough, you will get a wire frame of the target. When your Missiles splash it. The wire frame will blink red and yellow until your Missiles are finished impacting. Maintain your cross hairs on the target and you will hit continuously UNLESS they find shelter or you lose contact.

#14 Jack Corvus

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Posted 29 October 2012 - 08:08 PM

View PostJoseph Mallan, on 29 October 2012 - 08:06 PM, said:

Jack,


I know :)

I was telling him, not asking the question. :P (the scan I referred to is the wireframe you are referring to)

Malrock, regarding being hit:
If you're getting hit a lot and spend a lot of time being rocked around, you might like a smaller mech that can hide in cover better. Piloting your chassis of choice may take time to learn, because it's not just movement speeds and turn ratios, but 'exactly how much cover do I need to avoid taking most of that LRM battery' and 'where exactly are my weapons in relation to my body and how far do I have to peek out in order to fire them'. With time, if you choose to invest it, you'll get pretty good at surviving and keeping the hits you take to a minumum. Personally I've grown pretty fond of the hunchback chassis for the ability to peek out over ridges and still get in a good shot, and the (relatively) short height and tight turning radius combined with good firepower. Over time you'll find a chassis that works good for you too.

Edited by Jack Corvus, 29 October 2012 - 08:22 PM.


#15 King Ork

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Posted 29 October 2012 - 08:21 PM

I'll agree the New Player Experience isn't good. A tutorial map would be a step in the right direction. I've been playing Mechwarrior games for decades and the table top besides. Can't imagine what it's like coming in fresh.

That being said, once the initial shock and steep learning curve is done, this game is tactical, immersive and HUGE amounts of fun. The posters above have so great advice that I won't trouble with repeating. Just know it's like going swimming in a cold mountain stream onna hot day. Shocking at the very first, then very refreshing.

#16 Malrock

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Posted 29 October 2012 - 08:30 PM

would be nice if i could click on each weapon in my mech load out to get more info like what is min / max range, what is typically used for ... etc... amount of ammo if it uses ammo etc.

#17 Killeralpha

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Posted 29 October 2012 - 08:35 PM

Hmm I dont get it what was soo hard to just get the WoT system of matchmaking...

I understand they will change it in a week or two but wth was so hard to copy whats best from the start ?

#18 Lothandros

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Posted 29 October 2012 - 08:36 PM

This game is like Battletech 3025 only missing all the content and persistent inner core battles. The lack of features and content is insulting. I had such high expectations for this game. AAA engine and amazing IP to work with. Very dissapointed.

- Move resolution setting or fallback resolution setting to launcher for compatibility/safe mode and first run.
- Allow full screen in the Mechlab
- Allow video preferences to work from Mechlab
- Allow ingame video preferences and changes to rendering engine in real time
- Allow ingame bindable keyboard and control options
- Add a tutorial level to test and tweak all of the above
- Build a better matchmaking system. Match premades with other premades and allow pugs to play against other pugs and or new players. Only when the player pool is low should matchmaking match premades with pugs.
- Better trial mechs

I will be back in 3-6 months to see if anything has been changed. Overall this experience was a total waste of time and I expect much more out of the Mechwarrior license. Cryengine 3 is nice but your going to have to do better even for Open Beta.

#19 Quxudica

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Posted 29 October 2012 - 08:38 PM

View PostKilleralpha, on 29 October 2012 - 08:35 PM, said:

Hmm I dont get it what was soo hard to just get the WoT system of matchmaking...

I understand they will change it in a week or two but wth was so hard to copy whats best from the start ?


Part of the issue is simply that PGI, the makers of the game, are a really inexperienced and smallish dev studio. Knowing that can help explain why a lot of things seem so rough, though I personally don't think it's a valid excuse given how much time they have had to fix something so essential to the game.

#20 BatWing

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Posted 29 October 2012 - 08:43 PM

View PostMalrock, on 29 October 2012 - 07:56 PM, said:

I also forgot to mention that some times it feels a little bit over done when you receive damage. I understand they need to do something to indicate you are taking fire... but this doesn't feel appropriate. Feels way over the top... kinda like wwe style wrestling vs actual wrestling.... just ove the top and super showy... kinda detracts from the battle and exprience imo... and can be a little overwhelming at times.



Good to know that it will remember my setting from one game to the next... guess i will just screw over my team one time and fiddle with the settings till i am happy and then go join the fight lol. Would be worth it in subsequent matchups i think.


You see Malrock,

At the beginning while reading your first post, i was concerned. It seemed a genuine problem what you were reporting, therfore I was sorta feeling your pain.

Then i read the message i quoted above and i realized you are another of those lazy players who dont care about video tutorials, guides, suggestions, tips other players are in good faith here offering to you.

You just don t give a crap. You decided to open your mouth, stating what you dont like and there is not even willing from your part to understand what areyou talking about.

You are making a case ofthe Weapon Group settings. Did you even realize that it takes 10 seconds to set your groups in an intelligent way? I mean seriously 10seconds, maybe less! Then, once is setthe first time it will stay.

So, do you really need all of that drama about it???

You just complained for the pure and simple pleasure to complain. No good will to "learn" the game reading some guides or watching some videos.

You are archived as one more of ppl wasting community time IMO.

When you have something more interesting to say, you are very welcome to come back :-)





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