OriginalTibs, on 28 November 2012 - 06:28 AM, said:
Because that is the game design we invested in. Not your vision of what the game could be in your fantasies, but instead what can reliably be coded and supported with existing tech within a set budget in a finite amount of time with limited personnel resources.
That is why I will be satisfied with 12 v 12 matches set within an MMO scale population of competitors, once Community Warfare is in place.
But that is pretty far down the road for a game in development that is hardly 35% feature complete.
We also get our names in the credits, though I expect it will be our account names instead of RL names.
The Community Warfare layer that they haven't even discussed in 6 months? Right. For all you know they have scrapped the entire thing.
How can you even possibly say it isn't technically feasible to do 32v32? That has been done so many times by so many games it shouldn't even be a point of contention.
See you are missing the big picture here. Matchmaking and small scale forces the developers to be reactionary to what is going on. Which has been the death knell of many games. You may have bought into it... but it was a mistake to do so for the following reasons:
1. Small scale games make the impact of PUGs vs Premades extremely high. Which is why we have seen so many complaints about PUGs and about Premades.
- What has PGI done about it? They have been reactionary and first removed the ability of 8 man premades which apparently pissed a lot of people off.
- PGI also came up with two stupid solutions. One is the above. And the second is to segregate the community between PUGs and Premades. As a rule segregating your community is never a good thing and it is extremely dangerous for such a niche game to do it, especially when the game isn't feature complete.
2. Small scale fights also make certain playstyle combinations completely overpowered.
- Ever faced a team made up of 4 streakcats? I have... numerous times... especially in the last 4 days. No matter if there is a premade or not... prepare for 8-0 scoreboards.
- This has again forced PGI to be reactionary by nerfing weapons continually. LRMs were nerfed. SRMs were nerfed. Lasers were nerfed. Streaks have been rebalanced numerous times. ACs are being buffed. What the hell were we testing during CB anyway if they are needing to make all these drastic changes even now?
- Large scale and varied terrains and objectives normalizes all of this stuff.
3. Technical side of things.
- The only reason PGI can't do these things is because of their lack of vision at the get go. There is no design, mechanical, or technological reason why this cannot be done with today's technology.
Edited by xRaeder, 28 November 2012 - 06:58 AM.

















