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I hope MW:O can live up to...


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#61 Aegis Kleais

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Posted 14 May 2012 - 12:26 PM

View PostMagnificent *******, on 14 May 2012 - 12:18 PM, said:

MWO is a free game. My expectations are 0. Whatever PGI decides to give us... I will crap my pants with glee when it becomes available. Anyone who says differently isn't keeping things in proper perspective.

I heard that.

I owe the PGI crew a Steak Dinner and Beers*

*Paul can have a stale box of Kraft Dinner and a non-alcoholic O'Douls.

#62 Nik Van Rhijn

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Posted 14 May 2012 - 01:04 PM

This topic has been discussed before and the devs are well aware of the need for repair costs to be "balanced" so that they are not insignificant while not being insurmountable for someone who loses 10 times in a row. I would imagine that this is something that they've been looking at. It probably wont be a problem for people playing in organised groups. It could well be a problem in PUGs where you may never play with the same people twice. If people loose regularly, for whatever reason, that they can't afford to repair their mech, let alone upgrade, then most will leave. Its a fine balance that they need to strike to be popular enough to be financially viable. The hardcore wont be enough in the long term.
For those that say "suck it up and get better", people can be poor pilots but if they enjoy the game they will stay.unless it costs them too much.

#63 MacabreDerek

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Posted 14 May 2012 - 02:16 PM

View PostAdridos, on 14 May 2012 - 10:45 AM, said:


Red October, the time has changed. back then, PC's were pretty damn expensive and not so many people had them. People who had them had some degree of maturness, as it was probably their work that made having PC possible. Then, as they got used to computers, they started having hobbies of making games. They started competinjg as with everything in life from board games to proffesional competitions.

Then, gaming got to teens by consoles and they became their main audience. Games started to get more easier to find more customers and the people enjoying competing started having troubles. Today, people who enjoy competition have only a handful of video games (CS, SC, DotA, Quake and probably a few more I never heard of). :rolleyes:

At least joining House Liao gives us a bit of challenge, because, well... :lol:


I'd have to disagree with you. Back in 'the day', PC games were easier to make and many basement-coders were churning out games, but alot of the games were designed by people who were coders first, gamers second. The sad truth is a great gamer is no more enclined to build a great game than a stock-car racer is at designing engines. What happened what designers got smarter at developing games that could teach the player how to play the game, and develop mechanics that were not requiring a text-book of research to jump in on.

Example of this was MUDS, which was great for anyone already involved in the scene, but trying to jump into one of these text-based RPGs was terrible to control, with a great emphasis on the player already knowing the game inside and out before even beginning to play.

Another example is the classic Doom, which at the time had the production crew that could fit in a phonebooth, and was shown off as free-ware. It wasnt expensive to make, nor expensive to distribute. This is what the PC market was, and things are alot more expensive now to create and maintain.

Where I do agree somewhat (not completely) with your thoughts on the console scene, I do not see games being 'easier' as much as they have become more 'intuative' and smarter design/gameplay had been developed. The Jimquisition had an interesting video on difficulty which you may enjoy.

As far as competitive multiplayer, that comes as a game by game experience. Some games find trying to be competitive in a head-to-head method, and fail because the a single method of play becomes overwhelmingly powerful, where others find a dynamic that draws itself from two competing players. The people who enjoyed competing started having troubles with the explosion of online console multiplayer and the players who then found PC gaming is more coming from the increased player-base and the wider array of opponents.

Personal experience: I use to be very good (in my mind) at Street Fighter 2. I'd use M.Bison to devastate just about every player I encountered in my local scene (Which was junior high at the time). Then it expanded to include online competition in Street Fighter 3: Third Strike, and I found myself getting destroyed, despite the previous time where I felt I was near untouchable. The community expanded, the player base being larger also brought about it more tricks, tactics, and more so the demand for higher levels of competition. The game itself could support the development of increased multiplayer demand, and the larger player base brought the demand to the player to increase their own abilities.

To make the claim that games where some kind of hard-core thing back in the day is a fraud, they were poorly designed and the players were working with that they were given, but the industry has evolved, as has a large amount of it's consumer base.

#64 eZZip

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Posted 14 May 2012 - 07:12 PM

View PostAdridos, on 14 May 2012 - 10:45 AM, said:

Then, gaming got to teens by consoles and they became their main audience. Games started to get more easier to find more customers and the people enjoying competing started having troubles. Today, people who enjoy competition have only a handful of video games (CS, SC, DotA, Quake and probably a few more I never heard of). :D
A game isn't made harder by penalizing players for losing a game. Players are only penalized within isolated matches, but never does a penalty carry from the previous game to the next in any of the games you have mentioned. That is part of the reason why those games are hard—you will not get an advantage for playing for years if you still suck at the game (a stark contrast from MMORPGs, where you can get 'good' by putting in lots of time without ever gaining skill).

If you seriously think that penalizing players for dying in this game will help make it more like Quake and DotA in competitiveness, you are entirely wrong.

#65 Morashtak

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Posted 14 May 2012 - 07:32 PM

View PostMacabreDerek, on 14 May 2012 - 02:16 PM, said:

To make the claim that games where some kind of hard-core thing back in the day is a fraud, they were poorly designed and the players were working with that they were given, but the industry has evolved, as has a large amount of it's consumer base.

I fear you paint with a large brush, padawan.

Gunship

F-19 Stealth Fighter

F-15 Strike Eagle

Considering the cpu and ram constraints the programmers had to work within these were very fine simulators for their time.





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