

Regarding roleplayers vs casual players
#1
Posted 05 May 2012 - 07:12 AM
It is obvious to me that the more devoted BattleTech fans are the most active on the forums, which makes sense, but I do think that it is necessary to note that this group is probably a minority of the people who will be playing MWO, although a VERY vocal one. Since they are the most vocal, they will have more of an influence on the devs, which is fine in my opinion, since they have the most emotionally invested in this universe. The one thing I want to ask though, is that they respect the fact that not everyone is as devoted to the lore of this wonderful universe, and don't jump all over the people who are less invested in it.
I only ask that they be tolerant of the people who don't know what a Davion is, or why they should care. This post was mostly inspired by a post I saw earlier this week, where someone said that they only want roleplayers to join the clans, and hope that anyone who just joins the clans for a tech advantage, and doesn't respect the honor system of the clans will get blown up by everyone else. I know that most of the RPers aren't like this, but I just wanted to bring this idea to the forefront of people's minds. Not everyone knows the lore and loves the universe as much as the veterans, but we all want to drive these incredible machines and blow things up, and most importantly have fun.
#2
Posted 05 May 2012 - 07:21 AM
If you're a role player, more power to you; I am not. I may choose a faction based on stories I read when I was a kid, but that's pretty much where it ends.
#3
Posted 05 May 2012 - 07:26 AM
#4
Posted 05 May 2012 - 07:37 AM
Edited by Groundstain, 05 May 2012 - 07:49 AM.
#5
Posted 05 May 2012 - 07:41 AM
So in this manner, there should almost not be a noticeable line between the average player and the more hardcore roleplayers. Everyone should be getting pulled into the universe just by virtue of it being presented well enough. Stuff like the Inner Sphere News helps with this, although I hope we see something like a weekly news paper for the game, similar to EVE Online. Even the newest folks to the universe should become interested in the lore if it is presented properly.
Edited by Orzorn, 05 May 2012 - 07:44 AM.
#6
Posted 05 May 2012 - 07:52 AM
Ethan Kell, on 05 May 2012 - 07:21 AM, said:
If you're a role player, more power to you; I am not. I may choose a faction based on stories I read when I was a kid, but that's pretty much where it ends.
#8
Posted 05 May 2012 - 07:58 AM
Edited by Aelos03, 05 May 2012 - 08:02 AM.
#9
Posted 05 May 2012 - 07:58 AM
There is also a group who got known to BT by playing the Videogames AND is interested in roleplaying aspects of the game. =)
But only comment that comes in my mind, the interwebs are somewhat democratic and somewhat not very democratic.
If you think that your oppinion is not respected or not provided with support from the side of the devs, only because a
group of very active community members is giving their oppinions for free (sometimes more then enthusastic
as good for them and us). then in my eyes, it is a problem of the other peoples who might be part of the community
but not share their visions, even if they start flamewars within certain threads.
Internet communities live from the colorful composition of different oppinions, idealogies and ideas (wanted or not)
If you feel that way then start posting, or threads (if not already created) and motivate others.
second thought
In the end MWO will live and die with the company behind it, not only by the community it serves, they will create a game
which servs all aspects of users. Spreading the bandwith of customers will give them the money they need and us the
content we starve for.
It is always the balance (or unbalance) which makes a game and esp. an online game rise and fall.
Edited by Andar89, 05 May 2012 - 07:59 AM.
#10
Posted 05 May 2012 - 07:59 AM
Riin Suul, on 05 May 2012 - 07:12 AM, said:
This only applies to bad devs. Players hardly ever know what they want, and given the chance they would make decisions that would end up ruining their favorite games. And even if they didn't, it would still make more sense from a business perspective to make a game that doesn't just cater to a small group.
There's a reason companies like Valve has extremely detailed information about things like how many bullets have been fired from each gun and at what accuracy in things like the CS:GO beta, they could tell you kills/round average or general high and low end with any weapon in the game. Player's voices need to only taken in a certain sort of way, with a focus on what players do, not what they say.
And when we actually get into the game there isn't even going to be voice chat, so it'll be the PPCs talking, and I don't think it'll matter if the noob doesn't really 'understand' who he is shooting, all that really matters is that he's enjoying it.
#11
Posted 05 May 2012 - 08:06 AM
Yoseful Mallad, on 05 May 2012 - 07:52 AM, said:
Certainly. I've been playing online games long enough to know that different clans (notice the lower case 'c') tend to have different themes. I'm sure that groups of players who enjoy role playing will seek one another out and form associations based on that, which is great. I'm not going to be "that guy" who tries to get in with those people and whine about how they enjoy the game in a way I may not.
I simply hope that there's a mutual understanding and acceptance. I don't want to feel persecuted against because I'm not a role player, and I certainly don't want to see role players persecuted against for whatever reason.
In other MMOs I've played clans/corporations/mercenaries/whatever all tended to have certain entry requirements. Some were heavy on role-playing, others were not. Just make sure that if you're one of those who starts an in-game organization of players to be very clear up front with your expectations. So if you have a player organization that falls within the Clans and expect those who join it to adhere to an honor system, be sure to spell that out up front.
Adridos, on 05 May 2012 - 07:55 AM, said:
Well, it's built into the game according to the devs in some old interview.

Huh, well if that's the case.... very cool. The more I learn about this game the more impressed I am with the development team's attention to detail. It's like they specifically sought out enthusiasts who played the game years ago.
#12
Posted 05 May 2012 - 08:09 AM
#13
Posted 05 May 2012 - 08:12 AM

#14
Posted 05 May 2012 - 08:25 AM

#15
Posted 05 May 2012 - 08:41 AM
Number one, players will be graded (by their lancemates) on their skill at helping the team be successful. Which is to blow up enemy 'mechs, which is a shared goal. Secondly all MechWarriors have a code of honor, not just the clans, and that is extended to new players. Thirdly, the learning curve is pretty simple. Starts with, shoot the red highlighted 'mechs and then the Battletech stuff comes through slowly, a drop at a time. Of course, the lance commander is in charge of the team strategy, however since going it alone will get you nowhere vs a cohesive opposing team, new players learn this very quickly.
I can't speak for PUGs, but if you join a unit it all comes pretty naturally and units usually have training sessions to assist all team members. I imagine most players will find a unit they like and that units will have alliances and this is how most matches will set up. Joining one of the Inner Sphere Houses or major Clans might set things by ranking since I hear they will not be player controlled. Maybe this will be most attractive to casual players. Sounds like fun anyway.
The best part about MechWarrior is that it is an easy game to learn. Much easier than an FPS or 3rdPS even though it is a sim. Giant Robots turn out to be pretty easy to pilot.
Edited by Lightfoot, 05 May 2012 - 08:51 AM.
#16
Posted 05 May 2012 - 08:43 AM
Clan Tech, /especially/ in 3049/3050 is /oppressively/ better than inner sphere. It's not till the late 60's that the IS even starts to surpass the Clan in /any/ way.
Clan Endo Steel takes less crits, their XL engines take less crits (Which means you don't die from R/L Torso coring), their Double Heat sinks take less crits (So they're easier to fit larger numbers of) their ER weaponry does more damage, they have Ultra and LB AC's of every category, their pulse lasers are better and they have omnimech's.
In essence, technically, the Clans are just better.
This is balanced by their roleplay aspects. Zellbrigan and bidding smaller and smaller amounts to a fight. The problem is, out of the 70,000 registered people, only a few of us of any persuasion are vocal. I just don't want to see 50,000 clanners vs 20,000 IS because every min-maxer in existance jumps to the tech advantage and full 12 clan mech's vs 12 IS mech's.
I'm hoping that PGI will limit it to two stars, or maybe even a star and 3 points vs 3 lances to even things out and make it competitive.
Course, I'm /really/ hoping that clans aren't a playable faction at the start too.
Edited by Christopher Dayson, 05 May 2012 - 08:44 AM.
#17
Posted 05 May 2012 - 08:50 AM
Christopher Dayson, on 05 May 2012 - 08:43 AM, said:
Clan Tech, /especially/ in 3049/3050 is /oppressively/ better than inner sphere. It's not till the late 60's that the IS even starts to surpass the Clan in /any/ way.
Clan Endo Steel takes less crits, their XL engines take less crits (Which means you don't die from R/L Torso coring), their Double Heat sinks take less crits (So they're easier to fit larger numbers of) their ER weaponry does more damage, they have Ultra and LB AC's of every category, their pulse lasers are better and they have omnimech's.
In essence, technically, the Clans are just better.
...snip...
I'm hoping that PGI will limit it to two stars, or maybe even a star and 3 points vs 3 lances to even things out and make it competitive.
Course, I'm /really/ hoping that clans aren't a playable faction at the start too.
a little off topic, but...
limiting the number of clanners in a fight would be how I would imagine that they would balance it, certainly seems like the easiest way to do it.
and weren't the clan mech pilots less numerous than the IS pilots? so it would make sense from a lore perspective.
#18
Posted 05 May 2012 - 08:55 AM
Riin Suul, on 05 May 2012 - 07:12 AM, said:
Hello there, most of the hostility against people who abuse Clan tech comes from multiplayer in previous mechwarrior games. It usually had a couple, of munchkins running around in 95 ~ 100 ton Clan mechs loaded with gauss and PPC's. This ruins the game for the IS players entirely.
Clan players want to play like the Clans did back during the invasion. This experience would no doubt get ruined for them if they are constantly teamed up with people whose behaviour would have gotten them executed in the lore.
#19
Posted 05 May 2012 - 08:55 AM
Riin Suul, on 05 May 2012 - 08:50 AM, said:
limiting the number of clanners in a fight would be how I would imagine that they would balance it, certainly seems like the easiest way to do it.
and weren't the clan mech pilots less numerous than the IS pilots? so it would make sense from a lore perspective.
Maybe. But I know I am going to die inside a little (or a lot) when I see Clanners focus firing a single mech instead of doing 1 vs 1 combat...
#20
Posted 05 May 2012 - 08:59 AM
Christopher Dayson, on 05 May 2012 - 08:43 AM, said:
Clan Tech, /especially/ in 3049/3050 is /oppressively/ better than inner sphere. It's not till the late 60's that the IS even starts to surpass the Clan in /any/ way.
Clan Endo Steel takes less crits, their XL engines take less crits (Which means you don't die from R/L Torso coring), their Double Heat sinks take less crits (So they're easier to fit larger numbers of) their ER weaponry does more damage, they have Ultra and LB AC's of every category, their pulse lasers are better and they have omnimech's.
In essence, technically, the Clans are just better.
This is balanced by their roleplay aspects. Zellbrigan and bidding smaller and smaller amounts to a fight. The problem is, out of the 70,000 registered people, only a few of us of any persuasion are vocal. I just don't want to see 50,000 clanners vs 20,000 IS because every min-maxer in existance jumps to the tech advantage and full 12 clan mech's vs 12 IS mech's.
I'm hoping that PGI will limit it to two stars, or maybe even a star and 3 points vs 3 lances to even things out and make it competitive.
Course, I'm /really/ hoping that clans aren't a playable faction at the start too.
How do you fight Clan-Tech? Salvage, the Black Market (PGI), and Mech-Lab. Just put together a cross-tech IS 'Mech. Clan 'mechs have low armor for higher speed mostly, but I am sure most Clan pilots will run to Mech-Lab and trade those big engines for MAX ARMOR! So cross-tech and "Mech-Lab will be the IS pilot's response. Of course all this requires C-Bills and battlefield hours. I am looking forward to it immensely!

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