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Ask The Devs 27!


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#201 Alois Hammer

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Posted 01 December 2012 - 01:25 PM

When will the "we're just brainstorming every aspect like it's an active project for giggles since we've got more developers than we need" smokescreen be lifted and the admission made that we're getting 3rd person view shoved up our hiney down our throat, period, like it or not, come Hell or high water?

#202 Gaeb

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Posted 01 December 2012 - 01:54 PM

What are the dev's going to do for ECM on the Atlas DDC and Commando 2D? As of today, it requires two critical slots and on both mechs can only be slotted in the head - where there is only one available critical slot.

Edited by Gaeb, 01 December 2012 - 04:01 PM.


#203 CCISolitude

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Posted 01 December 2012 - 02:00 PM

What's the plans regarding XP generation? I ask because currently the XP/GXP system seems a touch adrift? Once you've unlocked all of a Mech's skills, the amount of XP you can transfer out to GXP for unlocking either skills for other mech's or for modules seems to have a fairly short longevity.

In other words, after a few months of semi-active play, you'll end up having a massive reserve of XP/GXP and nothing to spend it on. I'd like to know where that thought has taken anyone within the dev team, what ideas have been bounced around? What's been discarded as just plain unworkable?

Much obliged.

Em.

#204 Socket7

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Posted 01 December 2012 - 02:36 PM

I know you cannot give names for who has been punished for suicide farming or botting, but can you give us a number? It was recently stated that PGI is beginning a campaign to crack down on people exploiting, but it would be nice to see how many punishments were handed out to silence the "you're not doing anything about exploiters" crowd.

#205 Sasha Volkova

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Posted 01 December 2012 - 03:16 PM

Hey Garth,

When can we expect to see the remaining mechs have the option to customize their paint jobs?

#206 Pugnacious Stoat

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Posted 01 December 2012 - 03:31 PM

Regarding PPCs: It was announced that the team is looking into giving the PPC some kind of buff, which is great. My question is, have you looked specifically at dropping the minimum range? Close quarters combat is extremely common in MWO. In my experience, when you stay close enough to the fight to be an active participant, you cannot reliably prevent the enemy from closing range, especially in a slow mech. As a result, the PPC's minimum range is too much of a liability for it to be viable as a primary weapon on a front line mech.

No matter how much you buff the PPC in other ways, it will always be restricted to a support role, as long as people using it have to worry about being useless when the enemy closes to point blank range. Isn't the ER PPC a more logical choice to fill the long-range support niche? I (along with many other people, if the number of threads on the topic is any indication) would love to see a PPC that performs best at medium to long range, but is still versatile enough for front line use. Thanks for all the hard work, and for taking the time to answer questions.

#207 Poppaukko

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Posted 01 December 2012 - 03:40 PM

View Postgregsolidus, on 01 December 2012 - 08:26 AM, said:

Source?

At the moment it is intended, they didn't accidentally forgot to add the ability to add jump jets to Atlas or Awesome.

Still, I personally like that jump jets are only available to a few pre-determined chassis. It would be quite ridiculous to see Atlas jumping up and down behind a hill waiting for a mech to come close.

#208 Sinnersaix

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Posted 01 December 2012 - 03:55 PM

Ok time for the serious Question...

When do we get a Trainingslevel and the http://www.sarna.net/wiki/Chameleon ?

srsly new Players need training until they reach the Battlefield and learn the Basic of Teamplay before they run wild and get blown up.

#209 Redshift2k5

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Posted 01 December 2012 - 03:57 PM

View Post0okami, on 01 December 2012 - 03:16 PM, said:

Hey Garth,

When can we expect to see the remaining mechs have the option to customize their paint jobs?


Posted Image
http://mwomercs.com/...zation-phase-1/

Looks like a lot of stuff coming Dec 18.

also :

December 4th

Urban Block Pattern (Most Mechs)



http://mwomercs.com/...-nov-27th-2012/

#210 Zyllos

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Posted 01 December 2012 - 03:57 PM

I have several questions that I would not mind receiving answers to:

1) Has there been any thoughts by you guys to help boost FF, to make it an upgrade, instead of a next step upgrade to ES? Ferro-Fibrous Revisioned

2) Has there been any thoughts on making NARC different from TAG? Maybe make it provide a non-LoS lock for a good duration (60s?) but allow PPCs to knock them off with the up coming PPC EMP effects?

3) With the new MM phase coming in a couple of patches, are 8man groups allowed to choose other 8man groups (or whatever the number is for the maps) to fight against so that matches can be set up in advance, therefore the community can get involved in orchestrating tournaments/matches? This is most likely the number one way to build and engage the community right here!

4) Another question about MM, I know I saw a post about the thoughts of balancing the matches by tonnage, but was mentioned that ELO was going to be brought in for balancing. Was this statement in agreement that tonnage + some skill rating (ELO or otherwise) going to be used in the future for creation of random teams joining into the random queue of games? Will this also lead to the need of a lobby of some type for pre-game orginization before the match begins?

5) Has there been any talks about revamping the Pilot Skill tree to make it more choice oriented than the current system? Maybe make the current Pilot Skill account specific that apply to all the mechs that the play uses (basically MechWarrior experience) and have each chassis/variant have a group of their own. Then only allow X amount of EXP to be used in your Pilot tree and Mech tree or reuse the current Module system by slotted the EXP skills bought into each Mech/MechWarrior?

6) Are the screens inside each cockpit going to be customizable in the future? (Options > Screen Setup > Screen 1 = Ammo, Screen 2 = Heatsinks, Screen 3 = Damage Indicators, Screen 4 = ..., ...) Along with this, is there a way to disable the HUD now or in the future?

Thanks in advanced if any of my questions where picked among the several hundered going to be asked here.

#211 Alcibiades

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Posted 01 December 2012 - 04:08 PM

PPCs, when firing at a target with lateral movement, are forced to "lead" their target. Owing to how beam convergence operates, that means that even [if the pilot correctly leads the target, the beams will be split, negating the concentrated damage which is supposed to be the weapon's main appeal. Aside from issues of DPS/Heat generation which have been raised elsewhere, are there any plans to increase the speed of the projectile or to make the beams converge automatically at the range of the targeted enemy mech (selected with "r")?

#212 Ashoroth

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Posted 01 December 2012 - 04:54 PM

Just a quick thought/ question. In the Mech lab could we ever get the option to purchase a mech or the variant of said chasse as just the chasse and no gear/engine ect? Basically allowing us the ability to purchase an empty(or clean) chasse to build from, instead of buying the preloaded variants and having to strip them down and then rebuild them as we want them. Main reason I suggest this is to save c-bills (and as a by-product cut down on the mundane Grind) and as a minor stop gap allowing us more time in the lab working on a mech before the lab crashes(again, purely a stop gap measure, until the real problem can be addressed). Also on a side note will there ever be a feature where we can remove none critical servo’s/ joints to free up criticals and in essence change the play style of some variants. (eg. Being able to remove the arm servos to lock the arms in a fixed position such as present in the catapult. Or say on a lighter/faster mech being able to remove the center torso servo thus locking the center torso to the legs) . Thank you for your time and keep up the good work!

#213 Disguy

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Posted 01 December 2012 - 05:00 PM

View PostGarth Erlam, on 29 November 2012 - 02:06 PM, said:

Ask your questions here, and I'll do my best to answer as many as I can over the weekend. Cheers!

View PostGarth Erlam, on 29 November 2012 - 02:06 PM, said:

Ask your questions here, and I'll do my best to answer as many as I can over the weekend. Cheers!


When are we going to fixes for such bugs like the 4FPS bug, the yellow ribbon and crashes to desktop?

#214 Farix

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Posted 01 December 2012 - 05:49 PM

Are there plans to update the mech models to reflect the weapons loadout of the mech? In other words, if I replace the LRM 15s of a Catapault with LRM 10s or 5s, shouldn't the "box" appear to be smaller? Same with replacing the HBK-4SP's dual medium lasers on each arm with a PPC

#215 Nick Drezary

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Posted 01 December 2012 - 06:01 PM

1) Will there be Cockpit Items with My little pony:Friendship is magic characters?(I would buy one... or few :P )
2) Will be Pc gamer skin problem fixed in next patch?
3) When will we see NEW map's in the game?(not recolored old maps)

Edited by Nick Drezary, 03 December 2012 - 05:40 AM.


#216 RobinSage

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Posted 01 December 2012 - 06:35 PM

Hey Garth, how about a "last online" timestamp on the in-game Friends list. I know you have it integrated to the Forum Profile currently. That should be an easy pull over to the game UI.

I asked about this in early CBeta. It would be immensely helpful for merc commanders and groupmates to see who is actively playing. Currently I can see when people were last active by clicking on their forum profile, but what a pain.

I would like to clean out my friends list, but I have no idea who has inactive accounts, who hasn't played in months, etc.

Would be a VERY helpful tool, and I think the development cost is fairly minimal. If there is a reason it couldn't be implemented, like lack of spacing on the UI, etc. I would understand....or if there are already plans for that, then disregard.

Thanks Garth.

#217 ebea51

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Posted 01 December 2012 - 06:36 PM

Greetings MWO

My question is regarding digial vs analogue mech movement and joystick implementation.
Regarding the Net-Code Roadmap in the Command Chair forum, posted by Matthew Craig, Mat states in his post:

'This is exactly what we are doing and have been doing for weeks now our network engineers have been going over the movement code and re-factoring it with everything they’ve learned so far working with CryEngines netcode and simplifying the system to make it more robust and less prone to bugs. This isn’t a fast process but as mentioned weeks ago we had meetings discussing the long term roadmap for Mech movement and weapon firing and we decided to take the time to get it right from the ground up.'

Of note it is mentioned: 'long term roadmap for Mech movement'.
A while ago on a NGNG podcast a developer was asked about joystick implementation and metioned that it would require a significant restructuring/recoding of the core game due to lower torso controls being 'digital' where the upper torso is somewhat 'analogue'.

Does this 'long term roadmap for Mech movement' mentioned above hint at the implimentation of full-analogue controls for mech movement? Would this is part of a future implementation? Or a completely different matter?

Cheers,
ebea51

#218 ebea51

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Posted 01 December 2012 - 07:05 PM

Greetings WMO,

Will B.Betty's ques be expanded eventually to state the planets name, ambient temerature and local time and date like in the MechWarrior2 startup?
Just curious... :P


Cheers
ps. CHEERS FOR BETTY! SHES FRIGGIN AWESOME :rolleyes:

Edited by ebea51, 01 December 2012 - 07:09 PM.


#219 Kaijin

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Posted 01 December 2012 - 07:11 PM

I get that it's Beta, but CTDs (Crashes To Desktop) at the start of a match are costly to beta testers who are plagued with this bug (memory leak). The lifeless mech that is left behind after a CTD is often stripped almost entirely by they opposite team for component destruction payout. At present, the only way to mitigate this punishing bug is to hope a teammate cockpits your mech in your absence. I know you'll be fixing the memory leak eventually (I hope), but in the interim having the disconnected mech's head pop off (eject) automatically would be a real C-Bill saver.

#220 Triordinant

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Posted 01 December 2012 - 08:27 PM

Q: Will it be possible to mount 2 Guardian ECMs on a mech so one can be set to Disrupt while the other is set to Counter?

Thank you for your time.





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