First a short closure where I'm coming from. I played 2 years WoT with rather solid dedication (and premium time) so the genre jump was rather small. Both are the 'slow fight' genre with more emphasis on strategy and not your own ADHD complex. Bare with me as I make several comparisons to WoT.
As to the MW franchise, I think I once played the 3rd, but can't remember, so not a fan. I have never played the TT and don't care if things are canon or not.
I have no problem spending some money on thins I like, and I like MW:O. It's my most played game at the moment. Not regretting the money spent, but any further purchases may be hard to justify. Lucky for me I don't need to in order to keep playing, and here is the first problem PGI made themselves, but more of that in detail bit later.
TL;DR: I'm a great dude. *grin*
Progression
What progression you might ask. So do I. With each mech available straight from the start, I merely need to choose one and it seems I'm at the end of that road. The three chassis obligation to progress to elite and master skills is a weak attempt to prolong the road, which is still very very short.
The skills are all the same and simple % change is not really noticeable in the game, other than that slight feel you get. There is nothing exciting to unlock, nothing to really look forward to as C-Bills are too general and can be used for any goal.
It's bit like if you'd gotten 100k XP in WoT with KT and then decided to use it to unlock IS-8 instead of the E-75 that's next on the line. There are no long term goals in MW:O, which are important to the more dedicated players like me.
TL;DR: More like WoT would've been better, pick chassis and play it, unlock the next variant until at the end of that road there sits some slightly better, more hard points, more module slots, perhaps even bit better mobility. I'm sure there was some progression road with the chassises in canon. Variety to skills or even making it so that you could only pick 4/8 would also help.
Random matches
Oh my how wrong they went here. In WoT you are allowed to bring 3-man team to a 15vs15 match and it's still sometimes enough to dominate the field. Here 4-man in 8vs8 is 95% victory. Been there, done that.
Slap in the fact that you can do even less alone in MW:O than WoT, further emphasizing the teamwork. Excluding the lights and their lagshield and the horrible convergence of ballistics.
Finish it with minimal choice of maps and one game mode, I'm surprised it's as fun as it is. I say one game mode since we have 'assault' and 'assault with 5 bases'.
And why do people keep playing? Because in that one match you did something spectacular, leaving you that fun feeling and you're hopinf the next match would be the same. If posible I never play alone, since it's plain suicide watching the unorganized team walking around like headless chickens. I expect the ELO to make soloing even worse for us who play mostly in teams but now and then do solo drops. We're sure to fill the gaps of the noob teams against the 4-man team. Oh the woe.
TL;DR: The incoming 12vs12 are desperately needed to randoms as are more and bigger maps, also dropping team size to 3 would be more than welcome change to bring more balanced matches, how ever much I too enjoy pug-stomping in 4-man. And no, I don't care that 'lance' is 4-man. It's a PUG, not a clan war.
Economy
As the progression is none extistent, there is little to no incentive to keep the premium time running for more than 2-3 moths, so PGI tried some moneygrab with the christmas items. New year set was bit more sane.
The premium time price and garace slots are same as in WoT, and I honestly don't know if it's just lazyness or trying to make use WoTters feel comfortable.
Also buying each variant with MC is bit tricky as ultimately it makes progression even shorter, getting quick gratifiction but ultimately shooting PGI in their own leg.
the 'Hero' mechs are quite nice and I have no problem with them or their pricing. Ilya is quite fun to play.
Camos feel tad expensive, as the nature of this game is to finish one chassis and move to next.
TL;DR: It feels like PGI wants our money now and they'll see what comes later. I certainly am not very convinced of their future. dedicated players gather all chassises, XL engines and loads of weapons in short time, and the F2P players are still not going to spend a dime, leaving playerbase which either don't need to or don't want to spend money to the game.
Patching
Not very convincing. It just feels like they don't have any internal testing (LRM fiascco) or either their little own ideas how things will work in FUTURE (ECM thingy). For me it seems weird to release equipment without implementing all the factors that should balance it out. (PPC? BAP?)
It's bit like giving us all scissors, and then patching in the rock and saying 'Oh ya, paper is coming in 2-3 months, have fun and please give us feed back'. Well what you could do is at least acknowledge that feedback.
So far I have not seen a game where the developers would've had even decent communication with their community, making me confused. Sure there are the trollers and QQers, calling them all kinds of nasty things but they are just frustrating the rest of the playerbase by not sharing their thoughs and ideas. I won't get to ECM that deeply, but simply stating their thoughs here, whether it be 'working as intended, with some explanation' or 'other methods are coming, again with some explanation', would calm many players.
TL;DR: Doesn't leave very professional image. Communication with playerbase could certainly use improvement, but it seems to be problem with all online game companies.
Open Beta
The favorite term of any game developer. The term to justify selling unfinished product. This game got out way too early. The crashes and lack of functionalities are baffling and only with the few latest patches and mostly stabilizing the mechlab have they achieved the minimal acceptability.
TL;DR: I'd say the current state + 2 maps - ECM would be acceptable state to start open beta. It didn't do very good to their imago and that damage has already been done.
MechLab
It's not all negative. At the moment there is one reason I keep playing this game, and it's the MechLab. The level of customization is just incredible. I've spent more hours of thinking how I should fit my mechs than actually playing some other games that I've bought.
Sure the weapon balance is not perfect, but it's just tweaking the numbers. Getting it even this balance is almost miracle.
Sure I can do some really stupid fits or even no weapons at all, but without that freedom so much more would be lost too. I thank the PGI for the trust that they place in the players as now we have true variety, and not just carbon copies of each variant.
TL;DR: I love it.
TL;DR of TL;DRs: Lack of progression is hurting this game, but MechLab is keeping it afloat, for now. General image isn't very professional. (And I still am a great dude.)
Edited by twibs, 04 January 2013 - 10:32 AM.





















