Ask The Devs 2 - Answers
#1
Posted 14 May 2012 - 09:02 AM
[PAUL]: There are a number of factors that come to play here. First off, the list of ’Mechs you’ve seen so far are the initial set. We are rolling out new ’Mechs on a scheduled release that diversify the battlefield make-up.
Second, what you saw in the IGN video was a controlled demonstration of the game. Not that we weren’t running around in generic ’Mechs or anything. We just wanted to show off as many varieties to the community as currently possible. When it comes to our Friday play day, it’s a no-holds-barred smash fest that winds up with everyone’s favorite ’Mechs tweaked in MechLab to someone’s ideal of the best loadout for that chassis.
Third, what we’ve found is that there is no ideal loadout, it comes down to how you play with the loadout that you’re using that matters. You may think that everyone would jump in an assault ’Mech loaded to the nines with weapons but this isn’t the case. All ’Mech categories are effective against assaults. In fact, all ’Mechs are very capable of taking down any other category of ’Mech. We’ve seen the entire gamut of gameplay playout on the field and it comes down to working together and actually sticking together to be successful. I’ve seen assaults blow holes through lights… I’ve seen lights peck and chip away at assaults and core them… I’ve seen heavies engaged in closed quarter combat only to be outflanked by a fast mover punching holes in the back armor and I’ve seen slower heavies/mediums stand their ground and devastate enemies in outnumbered combat.
Lastly, there will be a team balancing mechanic in place when it comes to finding matches. We are still working out the final details on how we want this to work whether it goes with BV or based on tonnage or a combination therein.
Freebie Answer 1:
[DYMLOS2003]: My question is are we going to be able to create custom matches so that we organize clan matches, play against our friends, create machinima, ect. ect.
[BRYAN]: Not at launch. Post launch, maybe. This is not a traditional multiplayer game.
Freebie Answer 2:
[PROSPERITY PARK]: How much will the act of customizing your Mech cost, aside from just the cost of Parts (what should we expect for MechLab Technical Labor costs)?
[BRYAN]: None. But now you’ve planted the seed. Muhaha.
(We'll be opening the next Question thread soon, so if your question wasn't answered, or you have a new one, go post it there!)
#2
Posted 14 May 2012 - 09:09 AM
Quote
This. Glad to see an answer on this, even if it is 'we are looking at options'.
#3
Posted 14 May 2012 - 09:17 AM
Something that we've discussed before at length, and it's proving true in play tests. The Mech doesn't make as big a deal to the success as the pilot does.
Once a pilot has melded with a Mech and spec'd it out to handle the role the pilot plays to, they are thrown into the chaos of battle. Things are not taken equivocally on a spec by spec basis. There's just too many dynamics in battle to say "this is better than that".
#4
Posted 14 May 2012 - 09:32 AM
#5
Posted 14 May 2012 - 09:41 AM
Also I was kind of hoping that 'Mech customization would carry a cost beyond parts, making it more special to pilot a custom mech.
#6
Posted 14 May 2012 - 09:42 AM
#7
Posted 14 May 2012 - 09:49 AM
Sprouticus, on 14 May 2012 - 09:09 AM, said:
This. Glad to see an answer on this, even if it is 'we are looking at options'.
What i'm concerned very-very deep. The BV is based on Table-top game. But the Equipments and Weapons are can become very different in the light of the usefullness in the TT and in the MWO.
It's hell of the job to make a enjoyable, understandable and fair match-making system...
#9
Posted 14 May 2012 - 10:27 AM
pesco, on 14 May 2012 - 09:41 AM, said:
Also I was kind of hoping that 'Mech customization would carry a cost beyond parts, making it more special to pilot a custom mech.
Wouldn't lower repair costs be a built-in benefit of a Lighter Chassis? A light chassis carries less armor. A ton of armor costs what a ton costs. A Light chassis carries less weapons. The BULK of any repair Bill will likely the replacement of lost weapons.
With a MechLab what "customization costs" were you thinking about? Repair time will not be an issue so that rules out better paid Tech crews. A "Custom Mech" may still cost more to maintain given higher costs for components such as ES, FF, XL engines and T2 weapons and EW gear.
#10
Posted 14 May 2012 - 10:30 AM
Cifu, on 14 May 2012 - 09:49 AM, said:
What i'm concerned very-very deep. The BV is based on Table-top game. But the Equipments and Weapons are can become very different in the light of the usefullness in the TT and in the MWO.
It's hell of the job to make a enjoyable, understandable and fair match-making system...
So who's to say that the BV calculations won't be changed to reflect the online experience, if that's the method they choose?
#11
Posted 14 May 2012 - 10:53 AM
Garth Erlam, on 14 May 2012 - 09:02 AM, said:
Freebie Answer 1:
[DYMLOS2003]: My question is are we going to be able to create custom matches so that we organize clan matches, play against our friends, create machinima, ect. ect.
[BRYAN]: Not at launch. Post launch, maybe. This is not a traditional multiplayer game.
Wait, so is there no way to play with our friends in this game, we're forced to play with random people 100 percent of the time?
That sounds like a deal breaker for... pretty much the entire mechwarrior community that's been built up over the last twenty years or so, and serious cause for alarm. I mean, if we can't play with our friends then what's the point of playing a multiplayer game in the first place? That's what multiplayer was made for.
Heck, what's the point of mercenary companies if they're not going to play together? Why bother playing a "thinking man's FPS" if there's no strategy involved, no match preplanning, no trusted teammates you can communicate clearly with and understand the actions of, instead you're just lumped in a team of 12 random dudes and hope none of them pull a Leeroy Jenkins?
That's... I mean, that can't be right. That seriously cannot be right.
#12
Posted 14 May 2012 - 10:58 AM
BeakieHelmet, on 14 May 2012 - 10:53 AM, said:
Wait, so is there no way to play with our friends in this game, we're forced to play with random people 100 percent of the time?
That sounds like a deal breaker for... pretty much the entire mechwarrior community that's been built up over the last twenty years or so, and serious cause for alarm. I mean, if we can't play with our friends then what's the point of playing a multiplayer game in the first place? That's what multiplayer was made for.
Heck, what's the point of mercenary companies if they're not going to play together? Why bother playing a "thinking man's FPS" if there's no strategy involved, no match preplanning, no trusted teammates you can communicate clearly with and understand the actions of, instead you're just lumped in a team of 12 random dudes and hope none of them pull a Leeroy Jenkins?
That's... I mean, that can't be right. That seriously cannot be right.
I think you're reading waaaaaaaaay too much into it.
Matchmakers can work with group setups.
#13
Posted 14 May 2012 - 11:01 AM
BeakieHelmet, on 14 May 2012 - 10:53 AM, said:
I think what is meant is that you'll be able to play with your friends (as in on the same team), but who you fight against is up to the matchmaker
#14
Posted 14 May 2012 - 11:10 AM
Aegis Kleais™, on 14 May 2012 - 09:17 AM, said:
The reamins to be seen, really.
Its one thing for the dev's family and friends playing ti together. Its another thing entirely when you unleash the game to the general public and actual players are squeezing the life out of it for everything that its worth ...with zero bias in wanting it to be balanced.
I'm glad they are considering the BV/tonnage system for matchmaking. It will be needed. The "all mechs are special" argument for balancing won't last the first week of play time post launch (hell open beta).
#15
Posted 14 May 2012 - 11:24 AM
Cifu, on 14 May 2012 - 09:49 AM, said:
What i'm concerned very-very deep. The BV is based on Table-top game. But the Equipments and Weapons are can become very different in the light of the usefullness in the TT and in the MWO.
It's hell of the job to make a enjoyable, understandable and fair match-making system...
You realize that the BV numbers are based on formulas and that those formulas can be changed to fit MWO online better, right? In other words if weapon X is better on the TT than it is in MWO it's BV can be lowered to match it's effectiveness, while if system Y is better in MWO than in the TT it's price can be raised. The best part is as they gather data from games play they can adjust those formulas with patches, something the TT could not do.
#16
Posted 14 May 2012 - 11:38 AM
#17
Posted 14 May 2012 - 11:38 AM
#18
Posted 14 May 2012 - 11:39 AM
=Outlaw=, on 14 May 2012 - 11:10 AM, said:
The reamins to be seen, really.
Its one thing for the dev's family and friends playing ti together. Its another thing entirely when you unleash the game to the general public and actual players are squeezing the life out of it for everything that its worth ...with zero bias in wanting it to be balanced.
I'm glad they are considering the BV/tonnage system for matchmaking. It will be needed. The "all mechs are special" argument for balancing won't last the first week of play time post launch (hell open beta).
Well, yeah. But by this logic, wouldn't it be the same thing as saying EVERYTHING remains to be seen? The community hasn't gotten our hands on it, and sure, once we do, we'll push the game to levels the devs might not have expected (which is great that they'll have feedback systems in place to balance the game post-launch), but for the time being, all we can really go on is what the devs are telling us.
Here's to hoping they can give each Mech a unique "I bring THIS to the battlefield". Otherwise there will be highly used chassis and kaputnicks.
#19
Posted 14 May 2012 - 12:02 PM
Edited by Prosperity Park, 14 May 2012 - 12:02 PM.
#20
Posted 14 May 2012 - 12:13 PM
BeakieHelmet, on 14 May 2012 - 10:53 AM, said:
I think the devs were mentioning that you could select your team of up to 12 mechs, but your opponents would be drawn from a pool of other people waiting to have some fun. As to creating a scenario and running the group through it to see how things would turn out, will not be present at launch, but could be made available in the future.
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