Mwo Maps Lackluster Compared To Mwll
#21
Posted 10 November 2012 - 02:16 PM
Bottom line, maps and creative vision both too small.
#22
Posted 10 November 2012 - 02:38 PM
AgroAntirrhopus, on 10 November 2012 - 01:56 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.
#23
Posted 10 November 2012 - 02:45 PM
#24
Posted 10 November 2012 - 02:45 PM
pesco, on 10 November 2012 - 02:38 PM, said:
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
Posted 10 November 2012 - 03:05 PM
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
Posted 10 November 2012 - 03:11 PM
#27
Posted 10 November 2012 - 03:36 PM
#28
Posted 10 November 2012 - 03:48 PM
Edited by r4plez, 10 November 2012 - 03:50 PM.
#29
Posted 10 November 2012 - 03:58 PM
Piotr, on 10 November 2012 - 02:45 PM, said:
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
Posted 10 November 2012 - 04:05 PM
#31
Posted 10 November 2012 - 04:18 PM
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
Posted 10 November 2012 - 04:28 PM
Piotr, on 10 November 2012 - 01:54 PM, said:
Give me a Savannah Master - 5 tonnes of pure nastiness
#33
Posted 10 November 2012 - 08:16 PM
r4plez, on 10 November 2012 - 03:48 PM, said:
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
Posted 10 November 2012 - 08:55 PM
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.
#36
Posted 10 November 2012 - 09:13 PM
Icedpyre, 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
Posted 10 November 2012 - 09:14 PM
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
Posted 10 November 2012 - 09:20 PM
Merlevade, on 10 November 2012 - 09:14 PM, said:
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
Posted 10 November 2012 - 11:08 PM
MrPenguin, on 10 November 2012 - 09:20 PM, said:
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
Posted 10 November 2012 - 11:21 PM
Maverick01, on 10 November 2012 - 12:30 PM, said:
- 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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