#1621
Posted 14 November 2012 - 06:23 PM
#1622
Posted 14 November 2012 - 06:24 PM
IceSerpent, on 14 November 2012 - 06:02 PM, said:
The words "simple" and "shopping cart" should never be used together. No shopping cart is simple. Even the likes of Sony and Microsoft mess this one up often.
IceSerpent, on 14 November 2012 - 06:02 PM, said:
Balance is always on going. World of Warcraft has been around for a very long time now and is still continually re-balancing.
IceSerpent, on 14 November 2012 - 06:02 PM, said:
True but this is not a high priority and is in the works. Plus many games with multiplayer do not feature this.
IceSerpent, on 14 November 2012 - 06:02 PM, said:
In progress, not a huge deal, and again many other games do not feature this.
IceSerpent, on 14 November 2012 - 06:02 PM, said:
This is in progress and would be nice though actually counter to the entire F2P-MMO model. The fact that they're going to implement this at all is very nice of them.
IceSerpent, on 14 November 2012 - 06:02 PM, said:
I'd love this but as you said it's a minor issue.
IceSerpent, on 14 November 2012 - 06:02 PM, said:
I'm not even sure it's broken so much as flawed. What happens is that convergence is calculated based on where you point your cursor but often there is a delay between when you click the button, when the system calculates the convergence, and when the weapon fires. This can lead to odd cases where in close combat your arms fire into the sky and at a distance the convergence lobs the shell behind the enemy. I do wish this one would be fixed soon.
IceSerpent, on 14 November 2012 - 06:02 PM, said:
All incoming with the first content patch looking to be the 20th although as we all know that may change.
Putting this into perspective some AAA games I've played recently I've had lovely things like random crashes, framerate loss on specific effects, loss of inventory, bugged game achievements that took a full week to work for. and so on. PGI is doing a good job for something still in beta.
IceSerpent, on 14 November 2012 - 06:02 PM, said:
PGI has to think about their bottom line and part of that is keeping a flow of players coming into the game who spend some money. If the game immediately off puts players due to complexity it must be changed.
#1623
Posted 14 November 2012 - 06:24 PM
I might still play if you put it in, but honestly, it would ruin the feel of the game so much.
Who is even complaining about needing a 3rd person view? No one is writing huge lengthy posts demanding they get a 3rd person view anymore.
This is not Forum Effect. This is a horrible, HORRIBLE idea.
3rd person view + jj's + gauss = let jackrabbit all game.
Ya, that's valid right?
#1624
Posted 14 November 2012 - 06:24 PM
#1625
Posted 14 November 2012 - 06:25 PM
Pht, on 14 November 2012 - 06:12 PM, said:
HELL NO TO 3PV crowd ... and I do understand why you want it that way ...
As long as the developers manage to implement it in a way that does not give the 3PV players any advantage over 1PV players, AND they don't force people to play one way or another ...
It will not change your gameplay experience one iota.
It is entirely possible to do 3pv in a way that fits this to a tee - simply don't render anything in 3PV that can't be seen in 1PV besides your own mech.
So if a player in 1pv can't peek around a corner or over a hill ... neither will a 3pv player.
------
Maybe the anti-3pv crowd needs to take a big breath and instead start asking the developers ...
"HOW ARE YOU GOING TO IMPLEMENT IT?"
... because we can't make a valid judgement if we do not know.
And then how long until the 3pv crowd whines about 1pv players being able to see and shoot objects in partial cover that they can't, because the game doesn't render them until sufficient exposure is registered? And then it becomes stupid like World of Tanks with magically invisible and appearing 'mechs for everyone?
Absolutely not a solution.
#1626
Posted 14 November 2012 - 06:26 PM
Yeah, that is not the least bit indicative of the mood of the Mechwarrior Community on the whole.
#1627
Posted 14 November 2012 - 06:26 PM
A third person view with no HUD or crosshairs might still work, however.
Thank you.
#1628
Posted 14 November 2012 - 06:29 PM
There are myriad reasons why not to introduce third-person and they've been discussed ad nauseum. There are many other ways to compensate for the "torso-twist disconnect." Take the giant arrow that's already in the minimap and make it giant and translucent right in the center of the HUD till you turn it off in the options. Put a small 3D hologram of the mech in the cockpit that illustrates current torso positioning. MAKE A TRAINING AREA with exercises designed to teach maneuvering.
The point is that you have a core audience that is older, has money they're willing to spend, and are already familiar with this mechanic. You will never win over the younger crown en masse as they have been raised on CoD and the like, and Hawken is coming to steal them away anyways.
You cannot implement 3rd person without sacrificing something. Simply the dev time that someone would spend on this instead of other things we care about, like customization options, more maps, etc. The inevitable balancing issues that will conflict with 1st person balancing issues. The fact that the player-base will be fragmented.
This is the SECOND decision you have made to assist newbies and PUGs that is at the expense of alienating your core. (1st being the 4-man group situation.) There has to be a way to get newbies up to speed without ticking off most of your customers.
Lastly, you sold this game as a SIMULATOR. I bought into that. I PAID MONEY into that. I would have had zero interest in this game had it been announced as a "MechAssault" type game.
To sum up my feedback: I want to love this game. I think you are mostly doing a fantastic job under pressure. I understand you are probably having to answer hard questions from publisher and investors. BUT I will request a refund when you implement this feature.
Edited by Col Forbin, 14 November 2012 - 06:45 PM.
#1629
Posted 14 November 2012 - 06:30 PM
Do we really need to maintain the charade?
If there were ever a time to listen to your "constituency", I would say now is it. This could be the issue that truly does sink this game.
#1630
Posted 14 November 2012 - 06:31 PM
Bishop Steiner, on 14 November 2012 - 06:26 PM, said:
Yeah, that is not the least bit indicative of the mood of the Mechwarrior Community on the whole.
Its just showing all the ones who are noisy on the forums
#1631
Posted 14 November 2012 - 06:32 PM
#1632
Posted 14 November 2012 - 06:32 PM
I would have to say "no" to implementing the third person view into this game. If you actually do end up adding it to the game then i will advocate and try/do my best to get my money back from the founders program considering this game is supposed to be a "mech-simulator". I don't know about anyone else but whenever i go to a place that has a "(insert object here) simulator", there is never an option to go to third person view. Simulation is supposed to be from the viewpoint of your own eyes as if you were controlling/driving whatever you may be doing. In reality, if i had the option to see myself in third person and go and do my daily things all day like that; would i press that button, hell no! The experience comes from the viewpoint.
So please, DO NOT IMPLEMENT THIS FEATURE, YOU WILL LOSE MORE THAN HALF OF YOUR PLAYER BASE.
Thanks.
#1634
Posted 14 November 2012 - 06:33 PM
If you get my drift
#1635
Posted 14 November 2012 - 06:33 PM
SirLANsalot, on 14 November 2012 - 06:31 PM, said:
A drop in the bucket compared to the total number of players for sure, but show me another topic that has gotten this much of a response from the forum-reading player base. It's a big indication.
#1636
Posted 14 November 2012 - 06:34 PM
Now we will see around corners, over hills and buildings, and we will lose the simulator feel of the game - for good.
In order to play competitively, we'll be forced to switch to 3rd person exclusively.
WE, your community, the players who pay your wages, say that we don't want 3rd person.
My son is playing the crap out of MWO just fine without a 3rd person crutch, so I'm not seeing the benefit for new players.
I'll quit and demand a refund if 3rd person is implemented.
#1637
Posted 14 November 2012 - 06:35 PM
TruePoindexter, on 14 November 2012 - 06:24 PM, said:
Balance is always on going. World of Warcraft has been around for a very long time now and is still continually re-balancing.
True but this is not a high priority and is in the works. Plus many games with multiplayer do not feature this.
In progress, not a huge deal, and again many other games do not feature this.
This is in progress and would be nice though actually counter to the entire F2P-MMO model. The fact that they're going to implement this at all is very nice of them.
I'd love this but as you said it's a minor issue.
I'm not even sure it's broken so much as flawed. What happens is that convergence is calculated based on where you point your cursor but often there is a delay between when you click the button, when the system calculates the convergence, and when the weapon fires. This can lead to odd cases where in close combat your arms fire into the sky and at a distance the convergence lobs the shell behind the enemy. I do wish this one would be fixed soon.
All incoming with the first content patch looking to be the 20th although as we all know that may change.
Putting this into perspective some AAA games I've played recently I've had lovely things like random crashes, framerate loss on specific effects, loss of inventory, bugged game achievements that took a full week to work for. and so on. PGI is doing a good job for something still in beta.
PGI has to think about their bottom line and part of that is keeping a flow of players coming into the game who spend some money. If the game immediately off puts players due to complexity it must be changed.
except that the base it seems to be "offputting" is the casual play, wants everything for free pugger army.
Since they are not actually spending 2 red nickels to actually support this game, then, sorry , but I feel that their feelings are less than crucial.
#1638
Posted 14 November 2012 - 06:35 PM
I can see how 3rd person view would benefit new players and those used the the new very common 3rd person view. I can see how it would have helped me too. And separating the people who are learning from the vets is something that the ultimate matchmaking will do anyway. So a separate server area for people like that would be a kind of training ground in 3rd person. Though it might make some people feel that the jump between 3rd person and 1st too much and never leave it and the Mech usage would be skewed too leading to some wrong assumption about Mech load outs
And I understand that PGI needs to make money so making it easier to get into will make it more profitable.
So that is one possible solution and I wouldn't begrudge it too much as the rest us of can play in 1st person to our hearts content.
However while this is one possible solution (and the easiest) having a step by step tutorial would work very well also. Though you will have to ensure that it's an engaging one. However after a short tutorial most people probably not be able to drive in stress of a combat straight away so to make it any good it will need to be dynamic and changing. Randomly changing the enemy "Mechs on sticks" they have do destroy. By keeping people in there for 10ish hours (collecting c-bills) would at least make them more confident of driving in the servers. Plus using the 4 different Mech types would help with it's length too.
But again all this will take more time than your original solution but I think it would be better in the long run.
The other was suggested by another where you have the option for you Mech "damage" display on the top left in 3d for new people to show you which way the torso is twisting. It would also be fairly cheap to implement but wouldn't give such a help and visually seeing your own Mech but would probably be enough.
I'm certain you'll be able to decide slowly and carefully.
Many thanks for a great game so far!
CaptOven
#1639
Posted 14 November 2012 - 06:35 PM
Perhaps a small model of their mech could be shown in the cockpit so the new people can see where their legs are?
Edited by Zhyr, 14 November 2012 - 06:37 PM.
#1640
Posted 14 November 2012 - 06:36 PM
I think players will start out in third person, switch to first person whilst in combat and occasionally switch to third person to check a Jenner isn't coming up behing them. Because third-person gives a pretty big advantage over first-person but doesn't completely eliminate the need for first-person.
And if you make it so you can't switch perspectives during a match I would be forced to use third-person anyway if I want to make sure I don't get shot in the back. This is why I don't buy the argument that 'if third person is added you don't have to use it'.
Similarly, Information warfare is a key aspect of this game, which was said by PGI themselves (one of the four pillars of gameplay, right?). 3rd person would compromise that significantly.
And think of the other knock on effects - it would now be much harder to get behind an Assault Mech, indirectly making Lights weaker and Assaults better (although I've given to understand some people would like that). I feel like it's a minefield of potential gameplay implications that should be just avoided.
The only time third person would be fine would be if it is only enabled for spectators and cannot be accessed in game, like in Team Fortress 2 (you can enable it for gameplay, but only by turning on cheats which are obviously disabled by default). Otherwise - no.
Edited by LethalMezzle, 14 November 2012 - 06:38 PM.
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