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Pre-Patch notes


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#181 Icebound

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Posted 05 November 2012 - 01:27 PM

View PostAdrienne Vorton, on 04 November 2012 - 05:14 PM, said:

he didn´t say that...

New Camo Spec

[color=#959595]Exciting stuff! Players can customize their mechs skin and pattern for MC. The system is very easy to use, select a skin, select up to 3 colors and hit the save button. Like a paint shop, changes are permanent and erase any previous pain schemes.[/color]

#182 QuantumButler

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Posted 05 November 2012 - 01:34 PM

View PostIcebound, on 05 November 2012 - 01:27 PM, said:

New Camo Spec

[color=#959595]Exciting stuff! Players can customize their mechs skin and pattern for MC. The system is very easy to use, select a skin, select up to 3 colors and hit the save button. Like a paint shop, changes are permanent and erase any previous pain schemes.[/color]


You forgot the part where they said there would be some basic camo pattern customization that are cbill only, so there will be "Free" customization and "premium" skins.

#183 BLUPRNT

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Posted 05 November 2012 - 01:47 PM

Way to much to read through.

Please do not take this a cmplaint but more on constructive input.

Since LRM's are so useful and deadly now like fire from heaven itself, would it not make sense to implement a counter measure first such as ECM. Then a counter measure for that would be Artemis.

I'am grateful for your work and what has been produced and looking forward to the future.

Can I ask that you please hold off on Artemis until ECM is produced.

I have pugged alot as well as teamed and I imagine from a new player or PUG perspective Artemis is going to hurt.

This of course is based on the small knowledge I found at Sarna, so correct me if I'm wrong.

#184 QuantumButler

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Posted 05 November 2012 - 01:48 PM

View PostBLUPRNT, on 05 November 2012 - 01:47 PM, said:

Way to much to read through.

Please do not take this a cmplaint but more on constructive input.

Since LRM's are so useful and deadly now like fire from heaven itself, would it not make sense to implement a counter measure first such as ECM. Then a counter measure for that would be Artemis.

I'am grateful for your work and what has been produced and looking forward to the future.

Can I ask that you please hold off on Artemis until ECM is produced.

I have pugged alot as well as teamed and I imagine from a new player or PUG perspective Artemis is going to hurt.

This of course is based on the small knowledge I found at Sarna, so correct me if I'm wrong.


No way dude, that'd be smart, PGI does not do smart.

#185 Bartlomiej

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Posted 05 November 2012 - 01:49 PM

omg i stop testing this game and with 4 better patsches! This game have more bug not fixes.... Hmm PIG you will losst 70% players?

#186 QuantumButler

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Posted 05 November 2012 - 01:50 PM

View PostBartlomiej, on 05 November 2012 - 01:49 PM, said:

omg i stop testing this game and with 4 better patsches! This game have more bug not fixes.... Hmm PIG you will losst 70% players?


Seriously dude, stop drunkposting.

#187 SVK Puskin

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Posted 05 November 2012 - 01:58 PM

View PostIlwrath, on 04 November 2012 - 08:23 AM, said:

Am I blind or is there really no match-maker changes in those notes?


http://mwomercs.com/...79-matchmaking/

#188 miliardo

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Posted 05 November 2012 - 02:08 PM

View PostBartlomiej, on 05 November 2012 - 01:49 PM, said:

omg i stop testing this game and with 4 better patsches! This game have more bug not fixes.... Hmm PIG you will losst 70% players?


LMAO -_-

#189 DaRep

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Posted 05 November 2012 - 05:37 PM

I never really understood all the complaints about PUGs vs premade. Like it or not, there's a team game element to it. The only way you'd fix it is every person not in a group just drops in their own personal 1v1 so they don't have to feel like their game is wrecked by the performance of their team or their premade opponents.

I think once we get to the phase where 8 player groups only drop against other 8 player groups, we'll be getting somewhere. My only hope is that there are enough people actually playing to have folks looking at any given time.

#190 Baldor1

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Posted 05 November 2012 - 09:10 PM

View PostAscendent, on 04 November 2012 - 10:46 AM, said:

Locking only the trial mech used in game will be relatively ineffective as they have 3 more to repeat with. The numbers I have seen for suicide runs is about 2mins per match (including joining a match, countdown etc.). With 4 mechs rotating that adds up to 8-9min to use up the 4 mechs. Most matches last on average 10 min (and thats on the high side). Thats average. Ie the odds that at least one of the mechs will become available before the 4th mech is used up and locked are very high. If that ends up being the case this change will do nothing at all to help the current suicide situation. But we shall wait till Tue. and see how it is implemented.

Also I understand that ECM still needs work. But releasing Artemis without ECM in the current LRM happy environment may prove quite detrimental to gameplay and introduce significant imbalance. I would hold off on Artemis until ECM is ready. But again Ill wait to see how its implemented and try to stay optimistic.

View PostAscendent, on 04 November 2012 - 10:46 AM, said:

Locking only the trial mech used in game will be relatively ineffective as they have 3 more to repeat with. The numbers I have seen for suicide runs is about 2mins per match (including joining a match, countdown etc.). With 4 mechs rotating that adds up to 8-9min to use up the 4 mechs. Most matches last on average 10 min (and thats on the high side). Thats average. Ie the odds that at least one of the mechs will become available before the 4th mech is used up and locked are very high. If that ends up being the case this change will do nothing at all to help the current suicide situation. But we shall wait till Tue. and see how it is implemented.

Also I understand that ECM still needs work. But releasing Artemis without ECM in the current LRM happy environment may prove quite detrimental to gameplay and introduce significant imbalance. I would hold off on Artemis until ECM is ready. But again Ill wait to see how its implemented and try to stay optimistic.


Without a doubt it will cause a power swing even if its effect is as small a dif. as the DHS. I hope it will not cause to many players to leave or make it so less people want to play as light mechs.

i don't know why it quoted you twice.

#191 LarryDaBird

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Posted 05 November 2012 - 10:02 PM

Clear one thing up... Premades don't necessarily face other premades, the odds are greater since every 8 man is getting split into 2 fours but odds are 9 out of 10 times premades are still going to be fighting full pugs.

Also why the **** are they trying to balance crap while the netcode is still partially broken. They know they can't even fix it for really fast mechs and they admit it. Make the stupid game work right instead of adding more crap to break...

Edited by LarryDaBird, 05 November 2012 - 10:06 PM.


#192 Fiona Marshe

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Posted 06 November 2012 - 03:06 AM

View PostBryan Ekman, on 04 November 2012 - 12:17 PM, said:

When we have final details, I`ll make a post. For now we`re working with an aggregate system called Combat Score.


My rough guess would be ELO+BV, so a brand new pilot in and Awesome 8T would be something like 2712 (1400 ELO + 1312 BV). There are a few ELO variations around and as this is a team game, is likely to be heavily biased by team results over individual results.

#193 Caesar_NZ

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Posted 06 November 2012 - 03:21 AM

Maaaan, we're in desperate need of a new map or 2....

#194 elbloom

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Posted 06 November 2012 - 03:27 AM

View PostLarryDaBird, on 05 November 2012 - 10:02 PM, said:

Clear one thing up... Premades don't necessarily face other premades, the odds are greater since every 8 man is getting split into 2 fours but odds are 9 out of 10 times premades are still going to be fighting full pugs.

Also why the **** are they trying to balance crap while the netcode is still partially broken. They know they can't even fix it for really fast mechs and they admit it. Make the stupid game work right instead of adding more crap to break...

I can´t understand how devs integrate more equipment into this game when the fundamental hitbox mechanics are still not acceptable. yeah i agree 100% with above poster.

This game is taking Rappelz way, it´s not i don´t like it - it is what it is, the path to self dectruction.

#195 Khobai

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Posted 06 November 2012 - 03:29 AM

Quote

4 man groups will not end pugstomps. Phase 1 is a waste of time without putting one 4 man premade on each side.
There are probably quite a few good 4 man groups who could take on 8 man pugs and win most of the time 4 vs 8.
Pugs vs pugs premades vs premades I don't get the hangup about the concept...


What youre forgetting is that there will be twice as many 4-man groups in the queue.

So instead of a pugstomp 90% of the time itll probably be more like 70%-80% of the time. Its not ideal but its a step in the right direction... they cant fix the matchmaking issue overnight you just need to be patient.

Quote

My rough guess would be ELO+BV, so a brand new pilot in and Awesome 8T would be something like 2712 (1400 ELO + 1312 BV). There are a few ELO variations around and as this is a team game, is likely to be heavily biased by team results over individual results.


My guess is its more like ELO and tonnage. I doubt they have any kind of BV system... although they need one. Without a BV system theres absolutely no reason to use non-optimized builds every game. But a BV system would let you play whatever you wanted without penalizing your team because it would take your lower BV into account when finding a matchup.

Edited by Khobai, 06 November 2012 - 03:34 AM.


#196 LanceUy

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Posted 06 November 2012 - 03:31 AM

Before focusing on new content, hope fixes gets prioritized.

1. Matchmaking logic. Not just limiting premades to 4.
2. FPS memory leak issue
3. Bring back collision.

and oh yea, what part about the word "DOUBLE" is confusing? I would think double means x2 and not x1.4

Edited by LanceUy, 06 November 2012 - 03:32 AM.


#197 Stompy Monkey

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Posted 06 November 2012 - 04:25 AM

Maybe, to reduce confusion, instead of "double" heat sink, they should simply rename them to "advanced" heat sink since they only work at 1.4.

Regarding farming, AFK, and suicide, imo the best fix is to reduce the rewards for simply participating, and increase the rewards for game play and teamwork. On the same note, there should be at least some reward for TAG and NARC. I've played a lot of rounds where I sacrificed and stayed in the thick of battle, taking all kinds of damage (that needed to be repaired afterwards), tagging and locking the enemy for my team. The LRMs get all the rewards and stat boosts, while I eventually die a horrible fiery death and end up gimping at the bottom of the leaderboard. It takes a lot more skill to evade the enemy and maintain a tag for your team than to simply sit back and spam LRMs. Teamwork and skill should be rewarded!

#198 cmopatrick

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Posted 06 November 2012 - 05:19 AM

View PostStompy Monkey, on 06 November 2012 - 04:25 AM, said:

...
On the same note, there should be at least some reward for TAG and NARC. I've played a lot of rounds where I sacrificed and stayed in the thick of battle, taking all kinds of damage (that needed to be repaired afterwards), tagging and locking the enemy for my team. The LRMs get all the rewards and stat boosts, while I eventually die a horrible fiery death and end up gimping at the bottom of the leaderboard. It takes a lot more skill to evade the enemy and maintain a tag for your team than to simply sit back and spam LRMs. Teamwork and skill should be rewarded!


i like most of what you posted, but think there is already something for this (at least the tag part).

if you are spotting and locked on a target, i believe you get spotting points for damage done to that target. i run tag a LOT and often get more points for the spots than i do for damage/assists/kills (someone else can confirm this). i am pretty sure that if you call your tag so your boats know your target's painted, you'll see the points come in. as it is, if they don't have you call it, they have no way to know who to target, so that may impact your return on your sacrifice.

btw, as a rvn pilot myself, may i offer a word of advice (considering that it is advice i try to remember and at least occasionally forget/regret forgetting)? range is your friend, if you are in close in a light, you are streak bait and when they add the improved knockdown back in, you will be even more sorry to get into the fray... imo, of course.

Edited by cmopatrick, 06 November 2012 - 05:20 AM.


#199 Murphy7

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Posted 06 November 2012 - 05:24 AM

I just hope ECM is its own hardpoint and not available for all variants, lest it become default equipment.

#200 cmopatrick

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Posted 06 November 2012 - 05:30 AM

View PostBryan Ekman, on 04 November 2012 - 12:34 PM, said:

We have 2 new maps in production, Desert and Alpine. Desert is due out December 18th. This does not include the re-lights of existing maps.


is there an interest on your (PGI's) part in having community member generated map content? if so, do you have preferred modeling or fractal software, or at least what kind of output is needed for you to consider it (or are you all so overloaded right now that something like that is too much to deal with... for now)? hints in the right direction might help us have things on the back burner that you could consider if/when you are able to...

Edited by cmopatrick, 06 November 2012 - 06:00 AM.






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