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Is There A Practice Area, And If Not, Why Not?


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#1 DocOmatic

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Posted 31 December 2012 - 07:39 AM

OK, what I would like to know is how do I even set up my controls when there is no practice area? I keep messing up games because I have not had time to get my joystick controls set up properly. I have to keep quitting and going back to my control setup.

Please tell me there is somewhere I can test my control settings and practice grouping weapons and shooting without messing up a game.

I have played all of the PC Mechwarrior games, but I need some time to get things figured out in this version.

Any input would be appreciated. Thanks.

#2 Kain

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Posted 31 December 2012 - 07:51 AM

There is no practice area.

It is planned, but do not expect it to be implemented in the game in the coming months.

So you will have to join "real' matches for testing/training etc.

#3 AlexEss

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Posted 31 December 2012 - 07:55 AM

This game is still in beta, a tutorial will be included. Until then you will have to do it the same we all did... Trial and error (or read through the guides on these here forums.)

But this game play fairly much like the rest.. a bit harsher on the heat so you need to watch that. Also stop by the http://mwomercs.com/...raining-grounds to get a few pointers.

#4 DocOmatic

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Posted 31 December 2012 - 08:12 AM

I really don't like messing up games while trying to simply get my controls set up. If I just went with the WASD keyboard and mouse controls, it wouldn't be such a problem. But I am used to playing with a joystick, and it is taking time to get the controls working. It doesn't seem like I can change control settings while in a game, so I have to keep quitting and trying again.

All it would take is a small test map where people could log in without messing up a real game. It couldn't be that hard to do.

#5 superteds

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Posted 31 December 2012 - 08:14 AM

no, and no-one really has a clue why not.

#6 WolvesX

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Posted 31 December 2012 - 08:14 AM

Because of BETA

#7 superteds

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Posted 31 December 2012 - 08:16 AM

View PostWolvesX, on 31 December 2012 - 08:14 AM, said:

Because of BETA


considering they managed to allocate resources for Xmas lighting in our mechs, a version of a city map with different lighting and introduce more than a few mechs during the time it's been in 'BETA', saying 'BETA' is a bit of a poor excuse.

#8 stjobe

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Posted 31 December 2012 - 08:23 AM

View Postsuperteds, on 31 December 2012 - 08:16 AM, said:


considering they managed to allocate resources for Xmas lighting in our mechs, a version of a city map with different lighting and introduce more than a few mechs during the time it's been in 'BETA', saying 'BETA' is a bit of a poor excuse.

The devs have to eat too.

MWO has a quite unusual development strategy; in short, since they don't have much in the way of funding, they've decided to open the game up for play (and pay) while it's still in development (hence, the "beta"). It's not like the advertising betas we usually see for games just about to hit release; this is a game very much under development.

This strategy means they get a source of revenue from MC sales, and we get to play while they continue developing it.

#9 superteds

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Posted 31 December 2012 - 08:27 AM

View Poststjobe, on 31 December 2012 - 08:23 AM, said:

The devs have to eat too.



you didn't just invoke that :3

#10 Mahws

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Posted 31 December 2012 - 08:50 AM

View Postsuperteds, on 31 December 2012 - 08:16 AM, said:

considering they managed to allocate resources for Xmas lighting in our mechs, a version of a city map with different lighting and introduce more than a few mechs during the time it's been in 'BETA', saying 'BETA' is a bit of a poor excuse.

That's not how game development works. The graphic artist making an urbanmech bobblehead or working level design doesn't have the skill set to implement a training ground function. I imagine it's not been done yet because the programmers on the team are working on the things like network code, collision, matchmaking and bugs. Implementing a Christmas light set or adding the maps to the server rotation probably took them all of five minutes, they're completely unrelated roles.

#11 superteds

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Posted 31 December 2012 - 08:51 AM

View PostMahws, on 31 December 2012 - 08:50 AM, said:

That's not how game development works. The graphic artist making an urbanmech bobblehead or working level design doesn't have the skill set to implement a training ground function. I imagine it's not been done yet because the programmers on the team are working on the things like network code, collision, matchmaking and bugs. Implementing a Christmas light set or adding the maps to the server rotation probably took them all of five minutes, they're completely unrelated roles.


I know, that's why i said resources. I.e, money. The dude making the christmas lights isn't doing them for free, and that's money that could be spent on say, employing someone to create a worthwhile NPE.

#12 MojoFlow

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Posted 31 December 2012 - 09:01 AM

I really think that having this is necessary, and in the very short term, not months out.

Giving the option to 'drop' with a selected option of just yourself, no matchmaking, even into a random map, by yourself would be enough.

I have had two friends that have liked BT and felt very overwhelmed by being dropped into a live match before they could even figure out how to move around.

Also, for veteran players, it would be useful for trying out different loadouts and testing heat management and whatnot.

Regardless, I think this is a fairly crucial next step in getting a new batch of active players 'eased in' to the game.

my 2 c-bills.

Cheers!

#13 Jason1138

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Posted 31 December 2012 - 09:12 AM

no, there's not one. it doesn't make any sense and PGI won't say why

the whole "its planned" thing is BS because they could just let you drop solo or with a friend to learn the map or test how your mech fires or whatever, rather than create an entire new tutorial, and it wouldn't take them an hour to do it

but they refuse, and refuse to say why not. Probably too busy making next month's 5 new hero mechs, i guess

#14 Mahws

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Posted 31 December 2012 - 09:12 AM

View Postsuperteds, on 31 December 2012 - 08:51 AM, said:

I know, that's why i said resources. I.e, money. The dude making the christmas lights isn't doing them for free, and that's money that could be spent on say, employing someone to create a worthwhile NPE.


I'll ignore the fact that you just implied that firing their graphic design employees was a good idea (so what, they just rehire them as soon as they need new art assets done? Or are you happy with all the maps made in the future being variants of what we have now?) Which is somewhat beside the point as they aren't short on money, they're hiring people at the moment.

The issue is as consumers we look at what the game is and don't see any of the work behind it. So we complain about them not giving us something low priority, like a testing area, five minutes after posting to complain that collisions aren't in the game, PPCs don't have their effects yet, the netcode isn't up to scratch, the bugs are still there and see absolutely no contradiction. If they hired another programmer (which they are currently doing) you know what they'd put them to work on? All of the things on that list that are a higher priority. They have bigger fish to fry and they're not going to divert resources from serious problems hurting their future job security like bugs and performance issues, for a nice, but not crucial feature that can wait till they have some breathing room.

Edit:
@Jason, that would require them using server space every time someone wanted to test a mech, not really a viable business cost. They'd need to make it offline, which means a bit more work than just adding in an option to drop alone.

Edited by Mahws, 31 December 2012 - 09:16 AM.


#15 superteds

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Posted 31 December 2012 - 09:15 AM

View PostMahws, on 31 December 2012 - 09:12 AM, said:


Ignoring the fact that you just implied that firing their graphic design employees was a good idea (so what, they just rehire them as soon as they need new art assets done? Or are you happy with all the maps made in the future being variants of what we have now?) Which is somewhat beside the point as they aren't short on money, they're hiring people at the moment.

The issue is as consumers we look at what the game is and don't see any of the work behind it. So we complain about them not giving us something low priority, like a testing area, five minutes after posting to complain that collisions aren't in the game, PPCs don't have their effects yet, the netcode isn't up to scratch, the bugs are still there and see absolutely no contradiction. If they hired another programmer (which they are currently doing) you know what they'd put them to work on? All of the things on that list that are a higher priority. They have bigger fish to fry and they're not going to divert resources from serious problems hurting their future job security like bugs and performance issues, for a nice, but not crucial feature that can wait till they have some breathing room.


Not that they fire him/her/it lmao, just that they hire more programmers in the first place. There's probably little more important to a game than it having a functioning NPE, even over netcode/collisions/ppcs/urbanmechs with tophats.

#16 3rdworld

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Posted 31 December 2012 - 09:16 AM

View PostMahws, on 31 December 2012 - 09:12 AM, said:


Ignoring the fact that you just implied that firing their graphic design employees was a good idea (so what, they just rehire them as soon as they need new art assets done? Or are you happy with all the maps made in the future being variants of what we have now?) Which is somewhat beside the point as they aren't short on money, they're hiring people at the moment.

The issue is as consumers we look at what the game is and don't see any of the work behind it. So we complain about them not giving us something low priority, like a testing area, five minutes after posting to complain that collisions aren't in the game, PPCs don't have their effects yet, the netcode isn't up to scratch, the bugs are still there and see absolutely no contradiction. If they hired another programmer (which they are currently doing) you know what they'd put them to work on? All of the things on that list that are a higher priority. They have bigger fish to fry and they're not going to divert resources from serious problems hurting their future job security like bugs and performance issues, for a nice, but not crucial feature that can wait till they have some breathing room.


Ya making the game new player friendly so that they might spend money on it. Definitely low priority.


But OP we told them in CB it needed a tutorial or a practice mode. They chose not to do it.

#17 Corpsecandle

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Posted 31 December 2012 - 09:17 AM

View Postsuperteds, on 31 December 2012 - 08:51 AM, said:


I know, that's why i said resources. I.e, money. The dude making the christmas lights isn't doing them for free, and that's money that could be spent on say, employing someone to create a worthwhile NPE.


Umm...no

Tchotchke guy is not -
a map guy
a matchmaking/game launch refactor guy
nor an environmental testing guy

That's at least 2.5 specialized personnel that need to go into creating a "testing arena". I say 2.5 because it's possible the tester can do both Tchotchkes and level testing, but he/she is probably already doing that.

Right now the map guy(s) are probably working on new content (or even actually working on what you're speaking of right now), the matchmaking guy(s) are all working on phase 3, and I can guarantee the testers have more work than they can handle.

You want them to fire Tchotchke guy so they can free up money for another launcher guy? They need him pretty bad since he's a direct revenue guy. In addition spinning up a new employee is pretty cost intensive, and they'll eventually have to hire a new Tchotchke guy as the original isn't going to sit around waiting to get hired back when the budget has been freed up. Then he'll have to be trained...

Creating software isn't like a lego set. People have specialized skills, and the planning that goes into utilizing those skills is monumental. Sometimes mistakes are made (the short shortsightedness of not including a practice arena) and those mistakes must be addressed. However they've got every work hour of every work day already planned out for at least the next 6 months (probably got the next year planned out)...don't expect them to be able to remap their entire work plan in such a short ammount of time. It's only been a couple of months since they even admitted to needing a startup area, they'll get to it when they can.

#18 superteds

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Posted 31 December 2012 - 09:18 AM

urgh ok lets leave behind all the who does what job etc etc.

Given our clients already have the maps local, what's the big challenge behind them letting us privately host a map for the purposes of derping around, and calling that the training area?

#19 MonnieRock

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Posted 31 December 2012 - 09:19 AM

Hello Everyone,

I would love to see a "Gun Range" type of drop that allows you and you only to enter to test your Mech and it's configuration. Does not need to be a fancy map. Just a firing line with some targets that show a hit.

Thank you,
Monnie

#20 dF0X

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Posted 31 December 2012 - 09:19 AM

PGI does not have the capability to do this currently.





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