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Mwo Maps Lackluster Compared To Mwll


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Poll: MWO Poll (198 member(s) have cast votes)

What maps have better overall design?

  1. MWO (54 votes [27.27%])

    Percentage of vote: 27.27%

  2. MWLL (144 votes [72.73%])

    Percentage of vote: 72.73%

Vote Guests cannot vote

#21 sokitumi

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Posted 10 November 2012 - 02:16 PM

Artistically speaking, the MWO maps are pretty good. Tactically speaking, really insufficient. The lame format is to blame for these tiny maps and only doing 8v8 (12v12 planned but still). The engine can handle a lot more if PGI was to put resources into servers that can handle it.

Bottom line, maps and creative vision both too small.

#22 pesco

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Posted 10 November 2012 - 02:38 PM

View PostAgroAntirrhopus, on 10 November 2012 - 01:56 PM, said:

[You] want dynamic day night cycles? Why?

Because matches could start at different times during the cycle?

The time chosen could even be synchronized to the known rotational period of the planet the battle takes place on. Like the game's timeline is synchronized to real-time.

#23 Ashnod

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Posted 10 November 2012 - 02:45 PM

Hey look.. Cry engine being used to its potential.

#24 Piotr

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Posted 10 November 2012 - 02:45 PM

View Postpesco, on 10 November 2012 - 02:38 PM, said:

Because matches could start at different times during the cycle?

The time chosen could even be synchronized to the known rotational period of the planet the battle takes place on. Like the game's timeline is synchronized to real-time.


Thats a lot more advanced then this game is trying to be currently, but yeah i guess they could do a general night version of a map and a day version, would make nightvision more useful. Its interesting we have night vision, but not a single night map, unless im not paying attention and there is one. Im in thermal view almost everytime i play. Its the closest i can get to enhanced imaging.

#25 Thirdrail

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Posted 10 November 2012 - 03:05 PM

I love MWO, and have a lot of affection for Piranha, but this game really does have some of the worst maps I've ever seen. I can't even count the number of community designed levels I've played over the last 20 years, in games ranging from Battlefield 1942 to Little Big Planet on the Vita, that have been 100x more interesting than the play areas we have in this game.

These MWO maps are incredibly small. Two of them are so tactically uninspiring that 90% of games played on them are instantly reduced to mech themed whack-a-mole on a ridge line. I would say that the map design is the single largest flaw in the game, and the one issue where I wonder if it will ever be resolved, as opposed to all the other little quirks and foibles, which I'm sure will be ironed out as we move forward.

#26 PlasmoidPixel

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Posted 10 November 2012 - 03:11 PM

Well they are two different games... i don't think day/night is entirely necessary for Mw:o, because i figured it will have the same day night situation as the other mechwarrior games. There will be day missions and night missions. The devs have mentioned having night versions of the maps underway. And the maps that we now have are kinda simple, but we still have a good deal to go, and only one gamemode. So i'm content to play the maps we have now until then. (also, ambient sound would be pretty damn cool, i think they should do that for sure. :) )

#27 Jooky SeaCpt

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Posted 10 November 2012 - 03:36 PM

MWO maps are alright for what they are. As others have pointed out, the main reason for the small maps is the small number of players. The most boring matches are those where the two teams pass by each other without firing a shot. I will admit, however, that I often feel like MWO is copying Dota (or League of Legends or Heroes of Newerth) with their map philosophy. Every map has three lanes of attack that boil down to left, middle, and right. I just wish there was a bit more variety, and more flexibility in tactical options. Realistically, however, having only 8 players to a team means that the maps have to funnel people into a fewer number of choices in order to insure combat.

#28 r4plez

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Posted 10 November 2012 - 03:48 PM

Judging by poll results - soon this thread will be closed and deleated by PGI :)

Edited by r4plez, 10 November 2012 - 03:50 PM.


#29 pesco

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Posted 10 November 2012 - 03:58 PM

View PostPiotr, on 10 November 2012 - 02:45 PM, said:

Thats a lot more advanced then this game is trying to be

I don't understand, in what aspect is that advanced, exactly? In that implementing dynamic day/night is hard? Or do you think that the math of figuring out what time it would be on a given planet is complicated?

#30 verybad

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Posted 10 November 2012 - 04:05 PM

Maps form MWLL are cool in some weays, but they look much less realistic. *shrugs* They definately have some cool elements though.

#31 Khavi Vetali

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Posted 10 November 2012 - 04:18 PM

There are night versions of current maps already in the works for MWO.

edit: Concerning MW:LL Maps against MWO maps is....well, to risk a cliche, apples to oranges because of game types. MWO map design is meant to correspond to a 15 minute match type, at least so far. Larger maps might mean more tactical options, but it also means a lot more area to cover, and a lot more time spent not actually fighting.

Perhaps when dropship mode is implemented (multiple respawns in different mechs) would such maps be warranted, but then again, you respawn, trundle 2-3 minutes to the front line and meanwhile the rest of your team has been slaughtered as well. It works for a persistent game type such as MW:LL has along with it's combined arms aspect. Don't see it happening here.

For people wanting larger maps, the next map in the cycle, "Desert", was stated to be 1.5 times larger than caustic valley in the Kotaku Q&A. It will probably roll out with the conquest game mode.

Edited by Khavi Vetali, 10 November 2012 - 04:25 PM.


#32 Kaziganthi

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Posted 10 November 2012 - 04:28 PM

View PostPiotr, on 10 November 2012 - 01:54 PM, said:

Yep what he said, they are one and the same. Also some people like myself prefer the combined arms aspects, cause not everyone wants to be in a mech. I know plenty of people who loved just being in a elemental and target painting for the missle boats and the long tom artillary. I also know some people who loved nothing else then being in a aero. Overall it gives more variaty to the game and makes things more interesting when done right. Done right is something the MWLL team is good at. What they accomplished with their team is amazing, its better then some stand alone new products.


Give me a Savannah Master - 5 tonnes of pure nastiness

#33 Phoenix Branson

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Posted 10 November 2012 - 08:16 PM

View Postr4plez, on 10 November 2012 - 03:48 PM, said:

Judging by poll results - soon this thread will be closed and deleated by PGI ;)


The aim of this thread is not to bash the development team, but to discuss areas of improvement.
I have tremendous faith and respect for PGI to deliver nothing less than an epic experience.

#34 Jman5

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Posted 10 November 2012 - 08:55 PM

I liked the ambient noise especially in the jungle map. This is an area, I would absolutely love PGI to develop better because it can create great atmosphere.

Imagine Frozen City with howling gusts of wind.

Imagine River City with the sorts of sounds you might expect from a war torn city. Small arms fire, explosions in the background, car alarms blaring, and maybe even some sort of city-wide loudspeaker that comes on occasionally issuing evacuation orders for the residence.

Imagine Caustic Valley. Hissing and Sizzling around the active crater.

Imagine Forest Colony with various animal noises. Bats screeching in the cave, wolves howling in the distance, the ship creaking as it rocks back and forth.

#35 Ghogiel

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Posted 10 November 2012 - 09:06 PM

View PostLeetskeet, on 10 November 2012 - 01:18 PM, said:

But not the hit detection.

True dat.

We blame CE2, PGI can blame CE3. *hi five*

#36 MrPenguin

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Posted 10 November 2012 - 09:13 PM

View PostIcedpyre, on 10 November 2012 - 01:32 PM, said:



Because it's MECHWARRIOR online... not Battletech online.

THANK YOU!

That was my biggest issue with Living Legends. That, and as a "mechwarrior" game I found it to be terrible but I digress.
Living Legends isn't even a mechwarrior game, its a battletech game. Mechwarrior online is about the battlemechs, nothing else. People need to stop comparing the 2. There 2 widely different games with 2 wildly different focuses.

But yeah, I agree about better maps. (Which we might end up getting with conquest anyway)
But I absolutely disagree that they should be anything like... ughh... living legends >_>

Edited by MrPenguin, 10 November 2012 - 09:14 PM.


#37 Impossible Wasabi

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Posted 10 November 2012 - 09:14 PM

The Space Pope would enjoy more maps. Preferably larger ones and with more variation.

However, he also feels that it may be a bit early to compare the numerous maps available for a mod(or any released game) that has been in existence for some years and a game that has just entered open beta/release. Considering that the number and type of maps generally increases with time.

That being said, the Space Pope is a strong supporter of more maps for this game.

Edited by Merlevade, 10 November 2012 - 09:15 PM.


#38 MrPenguin

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Posted 10 November 2012 - 09:20 PM

View PostMerlevade, on 10 November 2012 - 09:14 PM, said:

The Space Pope would enjoy more maps. Preferably larger ones and with more variation.

However, he also feels that it may be a bit early to compare the numerous maps available for a mod(or any released game) that has been in existence for some years and a game that has just entered open beta/release. Considering that the number and type of maps generally increases with time.

That being said, the Space Pope is a strong supporter of more maps for this game.

The space pope is a wise man.

#39 Tarman

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Posted 10 November 2012 - 11:08 PM

View PostMrPenguin, on 10 November 2012 - 09:20 PM, said:

The space pope is a wise man.



He is; better than the Earth Pope imo.

As an aside, this came up in another thread involving another penguin pilot, I felt I should warn you.

http://www.penguinmeats.ca/

#40 White Bear 84

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Posted 10 November 2012 - 11:21 PM

View PostMaverick01, on 10 November 2012 - 12:30 PM, said:

1. Maps are uninspiring in design, lack color, and needs an overall lift in aesthetics.
- Yes and no.. ..bit of a fan of river city and dont mind forest colony, but caustic and FC are a bit dull
2. No ambient environmental sound that would otherwise benefit player immersion.
- This sir, i believe is being worked on?
3. Environmental destruction is nonexistent (trees catching fire/crushed, destroyed buildings/bridges).
- This sir, i believe is being worked on?
4. Maps are too small to have variety in strategies and tactics (flanking maneuvers, importance of scouting).
- This sir, i believe is being worked on?
5. Maps lack day-night cycles (makes night vision almost useless).
- This sir, i believe is being worked on/some night maps will at least be available?

Open beta.....







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