

#1321
Posted 14 November 2012 - 03:23 PM
What really needs to be added is a "training academy" (how about the Nagelring or some other academy from canon?) that new players can "graduate" from after completing objectives (like moving, torso twisting, weapon firing, weapon grouping, etc.). After graduating out of the academy, give them their first customizable mech (like a Commando) and explain the Mechlab. You'll then have a lot more happy new players (and potential customers)!
#1322
Posted 14 November 2012 - 03:25 PM
StrogginOff, on 14 November 2012 - 03:04 PM, said:
Moderators, please delete posts like this. This kind of response really doesn't add to the discussion. This person could of gone in to the details as to why it's the "worst idea ever" but was way too lazy to do so.
why do the details even matter?
It should not. It SHOULD be a simple yes or no. And a simple majority vote to carry it either way. Which, by any indication we can make is about 90%+ in favor of.........
NO
#1323
Posted 14 November 2012 - 03:25 PM
#1324
Posted 14 November 2012 - 03:25 PM
Doomstrider, on 14 November 2012 - 03:23 PM, said:
What really needs to be added is a "training academy" (how about the Nagelring or some other academy from canon?) that new players can "graduate" from after completing objectives (like moving, torso twisting, weapon firing, weapon grouping, etc.). After graduating out of the academy, give them their first customizable mech (like a Commando) and explain the Mechlab. You'll then have a lot more happy new players (and potential customers)!
This 10000000000000000000000000000 times over. We NEED a proper tutorial, and we also need a way to bring new players into the full experience without forcing their nose to the grind stone.
I'll say this again, but bigger:
We NEED a proper tutorial!
#1325
Posted 14 November 2012 - 03:26 PM
however!
I really love to make gameplay videos and such, and 3rd person view would be so awesome to have for that!
so here's a thought for a compromise!
you can create a separate game play mode, call it "practice match or scrimich match" and allow players to play around with their mechs without penalties or rewards. here they can set up a casual match with another team and can allow 3rd person view just to see how their mech looks in combat and people can record their gameplay there.
in addition to the above, you can allow a "record match function" basically you can allow players record a match in either normal matches or the above training matches. here you can record the match, player inputs and compress the data file and save it to the hard-drive and then you can go back to the game client and load up the save file and you can view the match in spectator mode. from there you can go into third person view in a pre-recorded game. there players can view what they did wrong and right and post it to their companions for tactics and learning new strategies. they may even be able to orbit their cameras around the players and add a little twist here, allow the players to go into floating camera or bird view and allow them to free roam roam around the battlefield without being parented to the designated mech (with some restrictions of coarse: keep them at certain heights and can only take their camera where they would with a light mech or something with jump-jet function *Ghost jenner mode lol).
both of the above ideas will not affect the overall gameplay or player experience.
this just puts 3rd person view in an isolated gameplay mode that will not affect the overall gameplay of real MWO gameplay and combat. its just an option!
#1326
Posted 14 November 2012 - 03:26 PM
I feel first-person cockpit view is the perfect perspective for a simulation.
I believe that other perspectives would create more problems than benefits.
I would like to see more development in the Mech-Lab however. Adding free-look feature with rotate, pan and zoom.
Perhaps drop some technicians and equipment into the mechbay to create a sense of scale.
Yes, this is my first post.
#1328
Posted 14 November 2012 - 03:26 PM
#1329
Posted 14 November 2012 - 03:26 PM
#1330
Posted 14 November 2012 - 03:27 PM
#1331
Posted 14 November 2012 - 03:27 PM
DeathofSelf, on 14 November 2012 - 03:20 PM, said:
Auto-aiming and armor re-gen would also be beneficial to both, doesn't mean I want it in the game. Bottom line is this, 3rd person breaks immersion, and provides an unfair advantage over people who want to use 1st person.
Who said anything about auto aiming or armor regen?!
It provides an advantage for people who would include it in their play as opposed to those who out of their own naivety or stubborness don't include it in their play. The key word in your last sentence was want.
Let me phrase it to this since a lot of people in this thread run off the theory cliff with concepts - if 3pv was implemented without being cheesed then how is that a bad thing? Seriously. Lets hypothesize that 3pv is put in where it is not broken and abused. Is it ok at this point? Or not? Because of the immersiveness? Trying to box this game into individuals sense of what immersiveness is asinine for PGI. Everybody has different perspectives on what immersiveness is to begin with. Just like keeping everything under exact TT mechanics would be, it's futile to limit design that way.
Edited by Soy, 14 November 2012 - 03:29 PM.
#1332
Posted 14 November 2012 - 03:27 PM
#1333
Posted 14 November 2012 - 03:27 PM
#1334
Posted 14 November 2012 - 03:28 PM
note in case its not a joke ... i vote no / never to 3rd person(console kid view)
this gives massive beifits to mech close behind a wall ( hiddern from enemy mech in distance)
so all LRM boats player willl vote for this 3rd view !!
#1335
Posted 14 November 2012 - 03:28 PM
TruePoindexter, on 14 November 2012 - 01:22 PM, said:
My question, which is really more for Russ, would be 'Did anyone bother to explain it to them?' If you just let people walk up to something like Battletech and start pushing buttons, then yes, they will get confused. Mostly because they don't even know that the torso can twist independently of the legs. OTOH, everybody knows that a turret can spin independent of the body, so that would be their expectation. I'm willing to bet that if somebody bothered to explain it, they would have done better. Point out that there are two indicators for torso and leg positions. (Since I'm rather emphatic about the issue, I'll allow myself to be snarky here - make the folks at the trade shows and what not read the forums for the newbie posts and instructions.) The other games that MWO is being compared to had decent manuals and instructions that you could read before starting out. MWO allows you to download, install, and jump right in without ever looking at anything else, though I suppose if you didn't bother reading the manual on a physicallly purchased game it might amount to the same.
At least pass the trade show data through a secondary filter; how many of them are really familiar with the mech concept from Battletech, or are they all just FPS shooter types? What about the ones that didn't have problems with the concept of torso-twist? What made them different from the ones that did? Humans are supposed to be an adaptable species; they should be able to deal with the concept of 'this points your head/body and this changes your direction'.
elsie
#1336
Posted 14 November 2012 - 03:29 PM
#1337
Posted 14 November 2012 - 03:31 PM
It really isn't hard to pilot your mech around. It just seams that everything has to be dumbed down for the console generation who can only use game-pads and not keyboard and mouse, IMO. It's nice to have a good FPS/Sim which feels good and looks good, 3rd person view would totally ruin that for me.
#1338
Posted 14 November 2012 - 03:31 PM
#1339
Posted 14 November 2012 - 03:34 PM
#1340
Posted 14 November 2012 - 03:34 PM
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