Jump to content

How Pgi Is Killing This Game, And Shooting Themselves In The Foot: With Yet Another Totally Unbiased Poll!


144 replies to this topic

Poll: I am a veritable god of neutrality and unbiasedness. Really. (170 member(s) have cast votes)

Are the points brought up valid?

  1. OHAI! I voted in your other poll, and I still think you're an *****. (35 votes [20.59%])

    Percentage of vote: 20.59%

  2. Yes, these points have summed up a lot of what I feel. PGI has been slacking and needs to seriously improve. (89 votes [52.35%])

    Percentage of vote: 52.35%

  3. No, I honestly think PGI is doing the best they can, the Omnissiah save us all. (46 votes [27.06%])

    Percentage of vote: 27.06%

Vote

#61 SouthernRex

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 374 posts

Posted 07 January 2013 - 04:16 AM

View PostJoseph Mallan, on 07 January 2013 - 04:11 AM, said:

Considering we are sitting at a computer and not making a video game for mass consumption, it is very easy to play armchair quarterback. Unless you have developed and marketed a successful multi million dollar game franchise... take a seat.

I'll be sitting over there in the comfy Arm Chair! :)


Well... I think... most the people developing the video game are also in an armchair at a computer...

Just saying.

#62 The Cheese

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 2,558 posts
  • LocationMelbourne, Australia

Posted 07 January 2013 - 04:21 AM

I'm feeling it too. I posted a thread about the CW ranking system and how it fits in with the most recent economy (ie, the AFK deterrent economy) and it was deleted. I PM the mods asking why it was deleted. That was now 4 days ago. The post is still marked as "not yet read" by the staff moderator whom I sent it to.

You delete the thread. Fine. That's your prerogative. However, your job as a staff moderator not only to keep the forums clean and presentable. It's also to answer the questions and concerns of the community. When you fail to even READ messages that are sent to you, you are not doing your job. What makes this worse is that I've had nothing but good things to say about the staff up until this point. Your support team was extremely helpful when I had problems with the redemption system. Overall, I'd say that the staff have been above par compared to other games I've played. Even my ban was handled with professionalism and respect from the staff involved (and quite promptly, I might add).

I can deal with the game being in whatever state it's in, I can deal with delays, I can deal with bugs and I can even deal with being locked out of the game when I've been a naughty boy. What I'm having trouble dealing with the "sweep it under the rug and hope no one asks about the big lump" thing. Damage control is one thing, but blatant censorship and feigning ignorance is something that is making me think twice about the game.

Edited by The Cheese, 07 January 2013 - 04:27 AM.


#63 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 07 January 2013 - 04:24 AM

View PostSouthernRex, on 07 January 2013 - 04:16 AM, said:

Well... I think... most the people developing the video game are also in an armchair at a computer...

Just saying.

Touche' :D

Change armchair to Recliner then. :D :)

#64 John Clavell

    Member

  • PipPipPipPipPipPipPipPip
  • 1,609 posts

Posted 07 January 2013 - 04:27 AM

Oh good god. What a load of self indulging drivel. Why do people post these things like its fact, like they have some inside information or know what's happening. Unless you work at PGI, don't presume to know how or why. It's just another opinion piece. Are their obvious issues in the game that need to be fixed? Sure. But to be honest there has been and continues to be progress. Stability and performance for example were massively improved in the last patch. And again, thanks to the engineering team for that hardwork.

People need to get a bit more analytical and semantic about their critiques of the game and it's flaws. Too many people sound like spoiled kids that don't get have their game and eat it. As a business don't you think the pressure there? End of the day it's people's jobs on the line, that's not a nice thought, for us we just walk away, so try to keep that in mind. I never feel like PGI is not pushing and working hard. This game was always going to be a challenge. It's the biggest task PGI as a company have possible ever taken on. There was always going to be hiccups but it's a learning curve, and they have been learning. Community warfare, and everything else, there has to be a consolidation on refining the core game issues and stability. Taking stock is a good thing for MWO right now.

Ultimately It's important the community calls ******** when needed. To give solid data and input back on issues. But some people need to get real. And readdress how they discuss issues and aspects of the game. And there is my opinion added to the large pile of opinions.

Edited by John Clavell, 07 January 2013 - 04:33 AM.


#65 Kaijin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,137 posts

Posted 07 January 2013 - 04:33 AM

View PostLonestar1771, on 06 January 2013 - 10:38 PM, said:


I think this is mostly on IGP.


IGPGIGPGIGPGIGPGIGPGIGP

Mostly, but as my dad put it when I was explaining the game development to him, it seems like a pretty incestuous relationship, especially when i do that with the letters. :)

#66 matux

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 584 posts

Posted 07 January 2013 - 04:34 AM

Comunity: X is broken and we would like feature/change Y
PGI: Ok we will look into it

PGI: Hey IGP, we need more funds for dev's, cheetos and dew.
IGP: No
PGI Has internal thought.....

OVER PRICED COCKPIT ITEMS FOR ALL

Cheeto and dew consumption skyrockets...

#67 Livewyr

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 6,733 posts
  • LocationWisconsin, USA

Posted 07 January 2013 - 04:34 AM

Didn't you know? This is really just a money-grabbing scheme.. get all our monies for giving us nothing..

#68 SinnerX

    Member

  • PipPipPipPipPipPip
  • 342 posts
  • LocationIndiana

Posted 07 January 2013 - 04:36 AM

Seriously? We're going to speculate on PGI's internal processes and offer fixes with absolutely no first hand knowledge? I'm sure these topics are "popular" with the users, but I'm curious, has there been any dev response to either this topic or the first?

#69 Atlas3060

    Member

  • PipPipPipPipPipPipPip
  • Big Brother
  • Big Brother
  • 661 posts
  • LocationFederated Suns

Posted 07 January 2013 - 04:36 AM

View PostValore, on 06 January 2013 - 09:52 PM, said:


If I were to try and describe this more in detail, then I would say the biggest problem here is, I've never gotten the urge to ragequit Minecraft. I played that since Alpha, and buggy, crashes or not, I still kept playing and never really got that upset.

So its not the crashes or instability that really make people angry, although they may result in a fleeting moment of rage :)

What really pushes people over the edge, is when a crash happens, or when they spend an hour being griefed by all ECM DDC/Raven teams, then a patch/several patches come and go, and we get more MC items/announcements about third person view/devs talking about how ECM is fine, while key issues remain unresolved.

I'm just saying, I might feel less kindly about Minecraft if everytime I crashed out, I was met by an advert upon relogging in, saying 'BUY A UBER PLATINUM PICKAXE! ONLY USD5!'


Minecraft wasn't a shooting game where you compete against people.
It was more of a discovery, personal sandbox, toy to enjoy on or offline.
I remember back during its beta where they took money so you didn't have to pay full price amount, so more of a pre-order.
That would mean under the thinking of most in this board, it went 'live' back during its beta as well and still had bugs.

I guess what I'm saying is expectations from the two titles were different. So using that game as a comparison wouldn't really mesh.

But I will agree, I'd be mad if they had an Uber Pickaxe for sale and not tell me the recipe on how to make it myself! :D

#70 Pok Gai

    Clone

  • PipPipPip
  • 86 posts

Posted 07 January 2013 - 04:39 AM

Lost goodwill = Bad reviews..

this one sourced from http://www.soundandv...ior-online-beta



Review: MechWarrior Online Beta


Massive fighting robots — under construction
EMAIL

Posted Image




ENLARGE



MechWarrior Online (Beta)


mwomercs.com

It seems the latest trend in gaming is a lengthy open beta, where interested players can experience the game during the development process. Ideally, their voices and opinions are heard by the developers in a way that benefits the final product. Final, in these days of ongoing updates, being a relative term.
So with other open betas recently I’ve been cautiously optimistic, careful not to judge rough edges but take look for the inevitable potential.
With MechWarrior Online, I’m still looking.
MechWarrior Online is the long-awaited return to the PC of the GIANT FIGHTING ROBOT ™ genre. Well, they’re not robots per se, but building-sized “Mechs,” driven by a person like a angry legged dump truck with laser cannon arms.
It’s been over a decade since we’ve seen a PM game in the MechWarrior universe, and the last Xbox game was released in 2004. The game mechanics are a hybrid of tank sim and first person shooter, and there really isn’t anything like it. You control the pivoting torso with your mouse, and your WASD keys drive the legs. It allows a sort of auto-pilot circle strafing, but with a distinct languid response to any changes in direction or speed.
While these mechanics make for a subtle variety to the usual FPS, the real difference withMechWarrior is in heat dissipation and the incredible customizability of your Mech. Any weapon you fire generates heat, some more than others. So as fun as it is to launch 30 missiles, fire a particle cannon, and burn holes in some armor with lasers, the fun ends quickly if you try to do all at once. There’s an element of strategy to it, or at least, careful moderation.
Really, though, it’s all about customizing your Mech. The free-to-play version of the game allows you to jump right into combat with a Mech from one of four different sizes. They’re not great, but you’ll get a sense of the game at least. Either by grinding out money in-game, or by shelling out real money out-game, you can purchase new and better Mechs. This is where the real fun is, choosing weapons, figuring out where to place them. Do you make a glass cannon, with tons of firepower but little ability to cool? Or do you equip tons of heat sinks at the expense of burst damage but potentially greater damage over time. Particle canons or lasers (or both)? Projectile weapons or missiles (or both)? How much space to you allot for ammo? Since customization is by far my favorite aspect of any game, this is where MWO really shines. More in-depth descriptions with pro/cons of each weapon type would be very welcome, and perhaps we’ll see that as the release draws closer.
Except...

There are myriad issues with the gameplay that give me pause. The first is the sense of scale. Nearly every map is a wide open space, perhaps perforated by protuberances: a hill, a cliff, etc. There’s no real sense you’re in an 80 meter tall battlemech. It could be any first person shooter ever made. There’s an excellent city map that is exactly what this game should be doing, but it is the one shiny in a bucket of blah. Sure on some levels there are trees you tower over, but it just doesn’t capture it. On other maps there are bushes that, if everything is to scale, are 30 feet tall or more.
This may seem like a minor thing, but judged simply and solely as a first person shooter, MechWarrior is rubbish. Without the massive scale of the Mechs, what’s the point? Will some better art design fix this? Maybe.
Then there are other aspects that might be fixable with balance tweaking. Big mechs are essentially helpless against small mechs. The small mechs are so much faster that they can circle behind the bigger mechs — and stay there — pounding away with their weapons until the big guy falls. The big mechs, on the other hand, don’t have the firepower to take down a smaller mech before it gets in behind. So a mildly skilled pilot of a smaller mech can take down a much larger and more heavily armored opponent with relative ease with no threat of a counter attack. How is that fun? Or a better question, how is that fixable?
There are some weapon balance issues as well, but honestly those are easy to fix. Also fixable is that at the moment, the only game style is essentially team deathmatch, which might be fun for some people, but it’s pretty damn boring for those of us who have been doing it for 15 years. This too, is an easy fix.
The biggest issue, though, is the size of the maps. This is not Battlefield 3 With Robots. This is more like Call of Duty: (sort of) With Robots. You can almost see your opponents from opposite sides of the map. It’s a frenzied melee that always devolves to a slugfest sprint. Again, maybe different game modes would help, but as is it’s a little boring.
Bottom Line

I’m not pre-judging a game based on its pre-release form. However, it seems some of the fundamental problems with MechWarrior are design decisions that aren’t likely to be changed. I assume Piranha Games wants it to be more like Call of Duty, to expand the potential audience. But in doing so, they run the risk of alienating the type of hardcore fanbase that would actually be willing to pay for the game. Take, for example, EVE Online, which is probably the least accessible game ever made. It is highly profitable for CCP Games because of its complexity, not despite it.
I will be interested to see how it plays out in a more final form, and will reserve final judgment until then. With Planetside 2 it was easy to look past the rough parts and see how it would grow into a (potentially) awesome game. Here that path is less clear.
And then there’s with Hawken, another free-to-play mech-based first person shooter. I haven’t played it yet, but from the screenshots it looks amazing, and way better looking than MWO.
Let me be clear, there are the makings of a cool game here, but it’s not there yet. Since it’s been such a long wait for a new MechWarrior game, I say check out MWO. It’s free to play, so it’s not like there’s a cost of entry. I just hope that the “final” version is a bit meatier.

#71 Savroix

    Member

  • PipPipPip
  • Veteran Founder
  • 56 posts
  • LocationThe South

Posted 07 January 2013 - 04:40 AM

View PostValore, on 06 January 2013 - 09:52 PM, said:

that's when you have people saying 'You know what? F*** this, I play games to relax and have fun, this is not fun anymore.'



...And that's exactly where I'm at right now.

#72 Moonsavage

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 470 posts
  • LocationAylesbury, UK

Posted 07 January 2013 - 04:43 AM

If PGI could program games, there would be AI.. and there isn't.

#73 Livewyr

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 6,733 posts
  • LocationWisconsin, USA

Posted 07 January 2013 - 04:54 AM

View PostPok Gai, on 07 January 2013 - 04:39 AM, said:


Review snipped.




That review lost me after I saw "way better."

How old is this critic?

#74 twibs

    Member

  • PipPipPipPipPipPip
  • 325 posts
  • LocationFinland

Posted 07 January 2013 - 04:55 AM

@OP

Spot on, my thoughts exactly.

#75 JudgeDeathCZ

    Member

  • PipPipPipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 1,929 posts

Posted 07 January 2013 - 05:01 AM

...the f*ck is this?
Can I have your stuff please?

#76 Kaijin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,137 posts

Posted 07 January 2013 - 05:11 AM

View PostMoonsavage, on 07 January 2013 - 04:43 AM, said:

If PGI could program games, there would be AI.. and there isn't.

AI

#77 Stone Wall

    Member

  • PipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 1,863 posts
  • LocationSouth Carolina, USA

Posted 07 January 2013 - 05:14 AM

View PostValore, on 06 January 2013 - 10:00 PM, said:

The last thread got locked because people started posting nonsense on it TBH. Ironically the 'angry and unreasonable' people were the most rational and posted the most sense, while the 'Everything is fine' crowd took the prize for the most nonsense.

The mods were pretty understanding, but I can't blame them for giving up. Fingers crossed we get a better result for this thread :)


this sounds unbiased

View PostMoonsavage, on 07 January 2013 - 04:43 AM, said:

If PGI could program games, there would be AI.. and there isn't.


why would you need AI?

#78 Rifter

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,230 posts

Posted 07 January 2013 - 05:54 AM

View PostStone Wall, on 07 January 2013 - 05:14 AM, said:





why would you need AI?


To play your mech for you after a 30 second timeout if you go AFK/disconnect is one use i can think of off the top of my head. It would also allow them to offer single player or co op mission packs as paid content which would bring in more money.

AI would be a great thing for this game.

#79 Shredhead

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 1,939 posts
  • LocationLeipzig, Germany

Posted 07 January 2013 - 06:10 AM

View PostPok Gai, on 07 January 2013 - 04:39 AM, said:

There’s no real sense you’re in an 80 meter tall battlemech.

Lost it there. No credibility in this so-called review.

#80 Pok Gai

    Clone

  • PipPipPip
  • 86 posts

Posted 07 January 2013 - 06:16 AM

Another mixed review, this time from Internode, a leading net provider in Australia.

http://games.on.net/...the-upper-hand/

"In fact, MWO is so barely functional at the moment that its very difficult to see what the final product will look like. The developers promise deeper functionality around factions, clans and what not, but there are no plans for expansion outside of the traditional single match system. If you were hoping for long term, PlanetSide 2 conquest style play, then this is not your game. MWO is much more similar to Tribes: Ascend, where load-outs and abilities are chosen prior to matchmaking before being dropped onto a battlefield."

"MWO is a bit of a mixed platter in this current beta form. The lack of choice and the obvious advantages in regards to custom units for paying players has provided a dangerous precedent for final play. While it’s not impossible to win against experienced and better armed players, the inability to select anything other than underpowered units without putting down cash does not bode well for the future of the game."

More and more of these kinds of reviews are popping up.. The OP view seems to be in line with more and more reviewers in te gaming community. Fingers crossed for MWO that they can turn the negative public sentiment around..





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users