Edited by BlightFang, 14 November 2012 - 02:07 PM.
#1061
Posted 14 November 2012 - 01:59 PM
#1062
Posted 14 November 2012 - 02:00 PM
Z0MBIE Y0SHI, on 14 November 2012 - 01:49 PM, said:
Until someone types up an accurate transcript, you are best off listening to the podcast linked in the first post if you want the real answer. It's mentioned at 17 minutes in, but if you want the short version, listen from 25 to 30 minutes.
#1063
Posted 14 November 2012 - 02:00 PM
Just in case its not.
Please NO !
This would ruin the game in my mind.
#1064
Posted 14 November 2012 - 02:00 PM
Soy, on 14 November 2012 - 01:57 PM, said:
If someone can give me one argument against a 3pv being implemented like this, I'd love to hear it.
Because you run into a WoT situation where you round a corner you see as empty and a enemy mech literally pops into existence? Thats the only one I can think of. Other than that, it seems like a fine idea.
#1065
Posted 14 November 2012 - 02:00 PM
Soy, on 14 November 2012 - 01:57 PM, said:
If someone can give me one argument against a 3pv being implemented like this, I'd love to hear it.
You will still see the surrounding environment, including building that a a person in 1st person cannot see. This is often the difference between getting stuck on the budding and moving around it.
#1066
Posted 14 November 2012 - 02:01 PM
That does nothing to actually discuss the positives or negatives of such a system. All it does it run hyperbolic threats from a position without giving explanation.
#1067
Posted 14 November 2012 - 02:01 PM
Aegis Kleais, on 14 November 2012 - 01:54 PM, said:
I would add to this the inability to see the targeting reticles in 3rd person. General information (name, health %, etc.) would be available, but not the ability to target and fire weapons. The ability to see the targeting reticles should only be available in first person.
Edited by GargoyleKDR, 14 November 2012 - 02:03 PM.
#1069
Posted 14 November 2012 - 02:03 PM
GargoyleKDR, on 14 November 2012 - 02:01 PM, said:
I would add to this the inability to see the targeting reticles in 3rd person. General information (name, health %, etc.) would be available, but not the ability to target and fire weapons. Having the target reticles should only be available in first person.
I fully agree with this under such premises as Aegis laid out.
PS - I've never understood why people think a feature is going to get a bad/new player to an acceptable level of play. In my opinion it is simply a resource that can be adapted into ones playstyle to give them more situational awareness. Bad/new players will still constantly be in poor situations where supreme awareness will do next to nothing regarding their aim or manueverability.
Edited by Soy, 14 November 2012 - 02:06 PM.
#1070
Posted 14 November 2012 - 02:04 PM
Ferrohu, on 14 November 2012 - 01:44 PM, said:
Not when they're not really optional because one "option" confers serious advantages and your choice is "Use Easy Button, or lose."
#1071
Posted 14 November 2012 - 02:04 PM
Protection, on 14 November 2012 - 01:43 PM, said:
So how about a compromise, to leave both more casual players and more hardcore players satisfied with the game experience. Two game modes: "Casual" and "Advanced" (names subject to change if this sounds too demeaning to casuals).
I cut down the quote a bit but the idea makes sense in terms of trying to make the game as attractive to as many players as possible.
There are some problems though:
With 2 game modes dividing the community it is certain that the number of paying customers, overall populations and player retention rates will all be compared between the groups. What happens when PGI starts favoring 1 group over another?
The resources may flow as you have said but what happens if more resources are going to the casual playstyle to develop it faster and attract more players while the advanced playstyle features get put on hold because the advanced playstyle is attracting new players at a slower rate?
How many players of the advanced community would stick around while watching the casual community getting more features because the population might be larger?
Going beyond that thought how many advanced community players would be willing to PAY for features that weren't even being developed for their favored playstyle?
#1072
Posted 14 November 2012 - 02:05 PM
I will admit I have more then a few years of gaming under my belt, which helps, but I still can't support such a game changing feature when the philosophy set forth by PGI has been first person, Mechwarrior simulator.
A more interactive paper doll, a better tutorial, or the other more constructive, and philosophy aligned ideas that have come from this are available.
Let just think back to Closed Beta (you know where we were suppose to help clean/refine features up before open beta...) and the uproar about the third person cut out when your mech fell. It was crap. Fix by PGI? Cut it out, Mechs no longer trip...hmmm nice fix, NOT. If your beta testers didn't like that HOW will they like this? HOW does this grow your profit base...I mean player base? and then lets split the player base...that sounds like a good idea...
PGI you need to stop the scope creep...focus on your original goals. The goals and reasons you got +/- $5 million from a Founders program.
PS. I do understand that there is a concern for profitability here. Help lower skilled players get into the game, and the want/need to attract them. It still comes down to there are better methods, that align with PGI's originally states goals for this game. I will not post responses on my thoughts about the M-C cost vs actual concept of MICRO transactions, as it needs it own thread if it isn't out already.
Edited by Helliouse, 14 November 2012 - 02:21 PM.
#1073
Posted 14 November 2012 - 02:05 PM
Aegis Kleais, on 14 November 2012 - 01:54 PM, said:
You still will be able to see the laser beams hitting your back, armor starting to glow, that TAG pointing at you etc. So no, even implemented this way it still provides advantage over view from cockpit.
#1074
Posted 14 November 2012 - 02:05 PM
mr dude guy, on 14 November 2012 - 01:53 PM, said:
Seeing as it was such a big issue in MW4, don't you think the devs are aware of it and will be taking steps to ensure it can't be used as an advantage in MWO?
Didn't the devs already say they would implement it in a way that doesn't give an advantage? Why is everyone ignoring this?
Edited by malibu43, 14 November 2012 - 02:06 PM.
#1075
Posted 14 November 2012 - 02:05 PM
Soy, on 14 November 2012 - 01:57 PM, said:
You have mechs appearing and disappearing at random, based on a POV calculation that will not be transparent to people playing in 3rd person mode. We will have complaints on the forums about 'bugs' and 'hacks' because mechs disappear or weapons fire comes out of no-where.
Further, even having that sort of dynamic in the code means there is an introduced chance of *real* bugs coming up and mechs not being rendered properly when they should be. All mechs should always be rendered, and your FOV should be limited to your cockpit: aka, first person view mode.
#1076
Posted 14 November 2012 - 02:06 PM
Soy, on 14 November 2012 - 02:01 PM, said:
Good work, I couldn't resist this one. Show me where I ever said anything closely resembling that, or admit you're just assuming things because of my Founder's Tag.
Edited by Vollstrecker, 14 November 2012 - 02:07 PM.
#1077
Posted 14 November 2012 - 02:06 PM
zorak ramone, on 14 November 2012 - 01:26 PM, said:
Chivalry: Medieval Warfare. Great game and allows both perspectives. The only game I can think of that has made it work so far. It doesn't have vehicles but the combat is even.
Edited by Dieselpunk, 14 November 2012 - 02:07 PM.
#1078
Posted 14 November 2012 - 02:06 PM
#1080
Posted 14 November 2012 - 02:07 PM
My feedback is to have it implemented in phase III of the team structure. That was supposed to be when structured groups could fight only other pre-made groups if i'm not mistaken.
Then disallow it on all of those drops.
The main reason for adding it is to help new pilots get their feet wet and get used to driving a mech. Those newcomers won't be in pre-mades, so limiting 3rd person in that way won't take anything away from the hardcore pilots.
Then, seperately, allow solo pilots the option to find games that use or don't use it, so that even the solo people who prefer the true simulation can enjoy the game they want.
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