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#81 Rejarial Galatan

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Posted 16 November 2012 - 08:15 PM

My question is this: With the game touted as 100% FIRST PERSON, and Paul stating the very same thing back on 12 July, why this sudden breach of what was touted as a CORE design pillar?

#82 p00k

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Posted 16 November 2012 - 08:16 PM

What does the timetable look like for community warfare? Quite frankly the game right now feels rather repetitive. New mechs won't help much since customization means you end up putting similar weapons in whatever hardpoints are there. New maps will help a bit more, and new game modes will too, but community warfare is the big draw that many of us are waiting for. Any idea when we might be seeing it?

#83 Terran123rd

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Posted 16 November 2012 - 09:14 PM

Are there any plans to support lower end computers?

EDIT:

Also, are there any plans, down the line, after you get everything hammered out, to eventually port to consoles? I don't know about anyone else in the community, but I think it'd be cool to eventually be able to log on to MWO from XBox Live and play it there too.

A game like this (free-to-play, peer-to-peer, arena shooting) would work very well on consoles, with no simplification ("dumbing-down").

Edited by Terran123rd, 16 November 2012 - 09:52 PM.


#84 Inconspicuous

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Posted 16 November 2012 - 09:44 PM

View PostLoc Nar, on 16 November 2012 - 10:03 AM, said:

Analog turning... when will this be implemented? What needs to be done to bump this up the priority list, a please? A smiley? Please please please? :(

I feel like other issues are getting due attention and nothing has been asked in a while about primary controls, which in my opinion should be a primary concern. If I spent as much time playing MWO as I did trying to hack controls and figure out workarounds for the lacking controls I would be pretty good by now, but being good is not what defines my MWO experience; I'm trying to have fun. To see that goal through, I am making a mechpit http://mwomercs.com/...440-my-mechpit/ , but having such sub standard support on primary controls gets frustrating from time to time. PGI, please, for the love of all things MechWarrior, forget about paint jobs and bobbleheads until at least primary infrastructure like analog turning is in place.

-Loc Nar


This...

#85 Tuku

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Posted 16 November 2012 - 09:49 PM

Can you give me a ball park estimate on when we might get in game "guild" / clan / merc corp tools to gather like minded folks together?

I would also like to know if you know what form those "guild" tools will take yet.

View Postp00k, on 16 November 2012 - 08:16 PM, said:

What does the timetable look like for community warfare? Quite frankly the game right now feels rather repetitive. New mechs won't help much since customization means you end up putting similar weapons in whatever hardpoints are there. New maps will help a bit more, and new game modes will too, but community warfare is the big draw that many of us are waiting for. Any idea when we might be seeing it?

What he asked as well

#86 New Breed

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Posted 16 November 2012 - 09:50 PM

Hi, Why can lights be 90% submerged underwater, thus getting a high damage resistance but still do full damage shooting out of it as well as maintain full speed?. Thanks.

#87 Tuku

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Posted 16 November 2012 - 10:07 PM

For those of us who missed out on the founders package....Will their be a similar thing at launch like a "Special Edition" or something like that witch comes with mechs and whatnot?

#88 Dark Mortuus

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Posted 16 November 2012 - 10:08 PM

So ive been using my SteelSeries WoW cataclysm mouse for a while now, its a great mouse has 11 extra buttons, which i have set as 0-9 and F1. This is not registering any hits when programming the options for primary or secondary controls. I've tried to re install the horrible client that Steel series gives you, 3 times in fact and also used the default config with no success. The problem has followed me from one crappy pc to a generally good pc.

I have had non repeatable success in a limited fashion by killing the process for the SteelSeries WoW cataclysm mouse client, with about 6 of the 11 button working. however later this effect was not repeatable. also 2 of the 6 buttons where firing off the same key...lol.

The buttons that DO work are L-Click, R-Click, Wheel Button Push.

This mouse works with WOW obviously, GW2, WoT, and any other application i use. I commonly use it to type numbers in web browsers and such.

I searched for a while looking for a similar thread but all i found were people saying to use/buy this mouse, and a guy that posted in the wrong spot and never deleted the thread. Any advice would be well accepted at this point. Is this a known issue, a bug or a ID-10-T error on my part?

#89 Kaox Veed

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Posted 16 November 2012 - 10:12 PM

Will we be seeing a Grand Dragon variant any time soon?

#90 Thirdrail

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Posted 16 November 2012 - 10:16 PM

Will we be able to gift mechs for Christmas/Hanukkah/Boxing Day?

Have you considered a mentoring program for new players, where we could temporarily adopt them and perhaps help with things like learning to play and purchasing their first mech?

It's pretty, but I'm starting to see the disadvantages of wearing a "shoot my arm off as soon as possible" flag. Will the new camo system allow us to repaint the Yen Lo Wang?

#91 Ryvucz

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Posted 16 November 2012 - 11:24 PM

Is there a list of Mechs that we absolutely will not be able to see/use/play in MWO?

(WarHammer comes to mind as one)

#92 White Bear 84

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Posted 16 November 2012 - 11:50 PM

Is there potential for players to sell C-Bills for MC at a discounted rate? Allowing all players ability to puchase MC items.. ..eventually... ..or have one off promotional weekends where players can do this?

Edited by White Bear 84, 16 November 2012 - 11:51 PM.


#93 Asmosis

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Posted 17 November 2012 - 12:05 AM

Question:

Will there be the ability for Player to Player trading of MC to Cbills? EVE does this with the Plex system.

explanation:

Basically you buy a MC "token" and trade that with a player for cbills. It allows F2P players to gain MC using cbills, and PGI still benefits 100% from the transaction as the MC originally came via $$$ so theres no loss of revenue. It'll increase it as at the end of the day since it doesnt matter *who* paid for the MC as long as someone did.

I'm NOT suggesting a straight cbill->MC, that would be very pointless as theres no revenue from it.

Edited by Asmosis, 17 November 2012 - 12:13 AM.


#94 Koningswulf

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Posted 17 November 2012 - 12:19 AM

Q1 Devs why can´t you just take a hour or two and answer all the Questions people have to this thread?
Or as many that you can or want answer at least?
I have had the same questions for weeks now and I am sure others with me have as well since I see many ctrl C texts.
Q2 Will we founders be stuck with our standard variant mechs or will we be able to change to another mech type when they are incoporated into the game? For free or for MC money or something?
I am very sure many of us wont use the old founders mech when the new mech types arrive and it sort make the bonus achived by buying the founder mechs void, and that would be a shame.
Q3 Are you working on re-spawning mech that lose connection in the game? While DC the mech can be targeted but dont do anything, like it works in most other game, this really should be helpfull to conter the very annoying DCs in matches.
Q4 I am really looking forward to new mechs after having played all the old ones, can you please give a upcoming list in what order they are coming and estimated time, that would be swell so we had something to look forward too!
Q5 What are the pulse lasers good for? Compared to the normal laser it has +1/+2 ton, 1/2 range and much more heat??? All for +1 in damage, it just doesnt make sense. What is it that make them any good compared to the laser?
They should be equal weight have 1/2 range and more heat for +1dam to be viable at best. I think unless I am missing something here that are not written down. Care to explain this?
Q6 Good work with the hot patch fixing LRm+ artemis, seems much better now but it seems the srm+ artemis doesnt make any difference, is that so or I am missing something here?
Q7 Please, in the mech lab can you add so you see how many ammo rounds you have equiped, not just the ton but the actual amount of ammo rounds on the mech?
Q8 Please, in the mech lab can you add so you see how many slots are equiped and how many are left?
Q9 Please, in the mech lab can you add a button to remove all equipment from a mech, would be very usefill when you are reequiping a mech?
Q10 Please, in the mech lab can we expect to see descriptions for weapons and equipment soon?
That is very much needed.
Q11 What will the command consul equipment do and when will it be implemented?
Q12 When will the knockdown/collision system be implemented again?
Q13 Will the salvage system be updated to actual salvage instead of C-Bills in the future?
Q14 Will you be implementing a sensual woman voice for our computer , that would be great.
Q15 Will you be implementing destructible environment in the game?
Also environment that could harm your mech like fire and falling building comes to mind?
Q16Can you make FF somehow better? As they work now they just don´t do any real difference.
Q17 Will you implement a real trial ground map where players could learn how to maneuver and shoot without having to take into consideration his teammates? This would REALLY be useful for all pilots!

I hope you really take the time and answer as many questions you can, it would be really helpful for the moral in the Inner Sphere :-)

Edited by Koningswulf, 17 November 2012 - 12:47 AM.


#95 Matthew Ace

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Posted 17 November 2012 - 12:25 AM

1) Is there plans to implement a Weapon Market which players can purchase weapons/equipments without going in Mechbay, similar to how MW2 Mercs had it?

2) Is there any plans to introduce mechs which has less than 3 canon variants as of this time, perhaps with a departure from needing 3 variants to unlock Elite/Master efficiencies?

3) Will the devs reconsider tweaking Pulse Lasers to have a more distinct advantage over their regular Counterparts, such as cooldown time? The bursts of beam and the slightly better damage doesn't seem to be too advantageous versus fast/small targets at this point of time.

Edited by Matthew Ace, 17 November 2012 - 12:28 AM.


#96 Hetfeng321

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Posted 17 November 2012 - 12:52 AM

1.) Has there been any thought on creating more hard point restrictions based on size as well as weapon type to prevent stuff like machine guns getting replaced with gauss rifles, similar to MechWarrior 4's mechlab? Would hard point restrictions ever resemble "0/2 Medium Ballistic" for example (or Small or Heavy)?

2.) Will the projectile speeds of ballistic weapons be increased to more closely resemble real-world cannons? Currently, ballistic weapons are overly difficult to use on fast mechs due to the slow speed of the rounds.

http://mwomercs.com/...jectile-speeds/

3.) Will any co-op vs AI game modes that involve fighting more than just battlemechs, such as tanks, helicopters, aerospace fighters, watercraft, battlearmors, etc be introduced?

4.) Will mech-on-mech and mech-on-environment collision damage be re-introduced? If so, how severe will the consequences be if I don't pay attention and ram my Awesome into an apartment building?

5.) Has there been any consideration on adding a map filter for matchmaking? A filter that allows you to set which maps you want to play on so you and your party can select their mechs accordingly? Close-range mechs are often screwed on wide open maps like Caustic Valley and mechs with tons of LRMs suffer on maps filled with tall cover like River City. I think a map filter would encourage players to create a gameplan and play more strategically.

Edited by Hetfeng321, 17 November 2012 - 01:06 AM.


#97 White Bear 84

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Posted 17 November 2012 - 01:48 AM

What is being done to address disconnects? I.e. deliberate and accidental? Can i i have my deaths back from game disconnects please?

#98 Wolfways

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Posted 17 November 2012 - 02:17 AM

I'd like to know if there will be game modes that last longer than 15minutes (which is usually 5-10minutes really) because that will change the balance of weapons (i.e. mechs will need more ballistic ammo or take lasers for when they run out of ammo).
Personally i've been hoping for long (1+hours) matches.

#99 p4r4g0n

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Posted 17 November 2012 - 02:23 AM

Greetings,

In the interest of improving new user experience, I feel strongly that the following are absolutely essential. Any chance that any of these will be implemented and if so, which and when?
  • Lobby chat
  • Tutorial / Single player beginner campaign that awards a basic mech and some CB for modification (i.e. campaign = about 15 - 20 launches in trial mechs.)
  • In game text shortcuts to facilitate communication for those not on VOIP. Note that if done right, they may even be the preferred option for certain actions by users on VOIP.
  • After game chat or at least an "invite" button beside each users name on the end of match report so you can add people to friends list based on the interaction in match. (Simpler fix could be to make "PrintScreen" work)
Thank you for bringing us MWO btw.

Edited by p4r4g0n, 17 November 2012 - 02:24 AM.


#100 John Maynard

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Posted 17 November 2012 - 02:43 AM

Q: Are there any plans of integrating a realtime heat indication bar which one can observe (enwrought in the cockpit, no HUD or UI) while the mech is shut down?





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