Jump to content

Ask The Devs 30 - New Formula!


338 replies to this topic

#101 Solis Obscuri

    Don't Care How I Want It Now!

  • PipPipPipPipPipPipPipPipPip
  • The DeathRain
  • The DeathRain
  • 4,751 posts
  • LocationPomme de Terre

Posted 08 January 2013 - 09:09 PM

Do you prefer ketchup with your fries, or vinegar? Or a nice aioli/remoulade or BBQ sauce?

View PostHomeless Bill, on 08 January 2013 - 08:06 PM, said:

If any of the five questions answered are this or anything like it, I quit.

I figure I might be able to get all 5... :rolleyes:

Do you prefer pancakes, or waffles?

What size(s) of shoes does the dev team wear?

#102 verybad

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,229 posts

Posted 08 January 2013 - 09:10 PM

Are there plans for more indirect fire capable weapons (artillery) to be introduced into the game in the fairly near future?

While I have nothing against LRMs, I think their annoyance for many people is that they are the only weapon in the game that provides indirect fire, which gives them a monopoly on support.
Ballistic (Classic Tube based artillery such as Long Toms, Sniper, and Thunber artillery, as well as Mech Mortars) are all TT based weapons with a different type of fire use, a potential increased use for TAG, and...fun. Arrow IV artillery rockets might act in a manner similiar to LRMs, but with AOE damage rather than striking directly, TAG is also capable for them.

In addition, with the mention of TAG, what plans are there for NARCs future, the equipment is vastly unprefereable to TAG, and needs a better capability and it's own "niche" in order to survive in an operational sense. In an economic model, the company that makes NARCs is out of business. An improvement in capabilities would remove it from the red headed stepchild situation it has in relation to TAG.

#103 Solis Obscuri

    Don't Care How I Want It Now!

  • PipPipPipPipPipPipPipPipPip
  • The DeathRain
  • The DeathRain
  • 4,751 posts
  • LocationPomme de Terre

Posted 08 January 2013 - 09:16 PM

Do you prefer real maple syrup on your pancakes/waffles, or artificial pancake syrup? Or fruit?

Do you prefer a Douglas Fir or a Noble for a Christmas tree, and which kind did you all get this year?

Can you ask the NGNG guys when they'll have t-shirts again? I want one.

Do you prefer your peanut butter chunky, or creamy?

#104 Narcissistic Martyr

    Member

  • PipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 4,242 posts
  • LocationLouisville, KY

Posted 08 January 2013 - 09:50 PM

I've refrained from asking these questions before as the response would be lengthy would like y'all to comment on the overall economics of the game.(Feel free to abreviate my post down to questions if you use it.) Also, I appologize in advance for the massive wall of text but there's good if rambling stuff in there I promise.

With regards to the in game macro economy I am interested in knowing,

1) In what direction are you developing the sphere wide economy for when community warfare kicks in. While I suspect merc companies will get paid by houses for taking jobs, how will houses gain resources to spend on equiping units, hiring mercs, air support, etc.

To make idle speculation based off of how real economies sort of kind of work, Will it be based on worlds controlled? If so, will different worlds have different economic value based off of factories, natural resources, etc and will those resources be stealable during raids or destroyable. I can see destroying an ammunition factory reducing the available ammunition for reloading house mechs engaged in a campaign or increasing the cost of ammo to merc companies in the region. I can also see destruction of food shipments giving an enemies pilots reduced reflexes shown by slower arm movement and torso twist speeds. Do you have any plans of making the macro economy anywhere near this complex?

2) Have you considered hiring an economist to help you develop a dynamic sphere wide macro economy? You could totally find an economist working on an MS or PhD who'd stick with the game for years as part of their thesis for a $20k a year stipend (all the brains for less with extra creativity). If you already have hired one can we have his/her name so we can read his works and get an idea of the kind of things he/she might suggest?

3) How might the clan economy differ from the IS economy once they invade with regards to distribution of resources and availability of equipment. Will it be related to zellbrigen as a means of encouraging clan tactics instead of IS focused fire tactics?

With regards to the current economy,

I'm actually fine with most of it but it seems kind of silly for a capture win to not provide Cbills for completing the mission objective. Also paint costs a silly amount of money but I figure free paint is there as a cbill sink to encourage people to buy stuff with MC though I doubt it will work.

With regards to the MC economy

How exactly are you deciding to price things? I can't help but feel that your pricing of pretty much everything is more than a little bit off (hero mechs being an obvious exception as they give real in game benefits). I'll give a couple of examples.

Most of the nicer decorations like that mighty classy Urbie are obviously intended as impulse buys rather than premeditated purchases. Now, you are charging between $4-6 for something that serves no purpose to the game and adds nothing new to the experience (unless you give me my WW2 style pinup calender in which case I'll die from distraction). That is of course the cost of a latte at Star Bucks (less than even) so the price seems about right intellectually. However, since I have seen very very few of them (and I die a lot) I can't help but nottice that you didn't sell a whole lot of them. Partially I think this has to do with the denomination of MC since 1000MC sounds like a lot but 100MC would be more paletable. I also think that for a f2p game, $4-6 may be too much for impulse buy items whereas $1 may get you 10x the purchases. An easy way to test this would be to have a one time only 2012 holiday special clearance sale with lower prices so you can compare purchasing data for each item at the different prices and use that to better target you impulse buy items. (I'll bet you a baked good for each member of your staff [and my baked goods are darn tasty] you'd have a higher rate of income during the sale than over the course of time that those items were on sale at full price).

The other glaring example is paint. You may recall I launched a temper tantrum movement in protest where all my mechs were painted basic blue. As it turns out convincing people to part with 1 million cbills for blue paint to protest the cost of paint is difficult (and ironic), but look at all the boring green mechs in the game. All those lovely colors and patterns that could be on mechs and no one hardly uses them despite the awesomeness that is the zebra awesome. Is it any wonder with the cost for paint jobs being $2-3 dollars for a pattern+colors when you cannot own the colors or the patterns? I can't help but think that if a paint job were 20-30 cents people wouldn't mind paying for them each time as . For those who want to use camo as you know camo I would imagine you could sell entire color packs that they get to keep for the prices you are asking now. So for a color subscription that gives all the colors and camo patterns that are to be released (with say the exception of graphical patterns like the Phranken) you could probably get a one time 2000-3000 MC payment without too much trouble and sell individual camo sets with say a winter camo pattern and the winter colors for 500 MC and continue to sell individual colors and patterns piecemeal. Combining these two different options would give you both the collector and microtransaction crowd and increase profits significantly compared to the current model.

Premium time

So... you get more cbills and XP? That ought to appeal to the busy gamer who likes the game but... since said gamer is well busy they're not likely to play often enough to justify a monthly premium account. Do you have any plans to sell blocks of time instead? Say you can buy 1 hour of in match premium time for 50-100 MC or so. Well that's worth it if you're a busy professional with kids because if you're playing you're earning more. Whenever the time runs out you can pop up a message after the match asking if they'd like another hit for another X MC and offer discounts if they buy bigger blocks of premium time. You could also include a projected time to buy a certain mech or finish their pilot tree with and without premium.

Also, for the more active players what is the incentive to get a premium account? They already have all the XP and cbills they need. So, you need more incentives in the monthly premium accounts. This could range from a free non-hero mech each month and a mechbay to keep it in, free ES and FF upgrades, unlimited repaints (premium account gets free premium paint), a monthly MC allowance that has to be spent each month, all bonus XP is instead GXP, etc.

So, basically do you have plans to expand the benefits of a premium account to make it worth it?

Thanks for reading Garth.

TL:DR- Sorry the TL:DR got too long and needed its own TL:DR so... MWO economy... what's up with that?

Edited by Narcissistic Martyr, 08 January 2013 - 10:35 PM.


#105 Scout80913

    Member

  • PipPipPipPipPip
  • The Widow Maker
  • The Widow Maker
  • 102 posts

Posted 08 January 2013 - 10:36 PM

1) Please answer Tolkien's question - he has been more than decent about it and gone to the trouble to provide info to the best of his ability. That alone ought to merit a serious response, considering the gibberish and random hate forums of any kind tend to produce.

2) Any word on when/if we'll ever see the unseen/reseen mechs? What attracted me to this game was the old trailer with my beloved Warhammer. If they ever turn up, you get my monies for forever...and probably lots of other folks, too.

3) Understand you don't want to paint yourself into a corner with predictions of when CW will be released, but can we at least get some kind of status on it? We've run into some issues and it may be delayed...we're moving right along and think it'll be on schedule...we may have to break it down into chunks...anything is better than nothing.

4) Are you finished with jump jets? There are some very valid concerns about how they function in game currently, especially considering the upcoming release of the Spider. Having the Spider lift off like a Titan rocket and fly like a cinderblock is going to be fairly underwhelming.

5) Have any thought been given to putting more restrictions on mech customization, specifically engine swaps? As it stands now, it is rather difficult for any mech to stand out in a specific role, as pretty much any chassis can be forced into any role reasonably well. This makes it difficult for mechs to shine in various niches and makes them all rather bland/homogeneous.

Cheers - keep up the hard work!

#106 DocBach

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 4,828 posts
  • LocationSouthern Oregon

Posted 08 January 2013 - 10:58 PM

Why was the ECM implemented with all of its functions from the boardgame ruleset, with additional features that existed only by the "fluff" description, when all of the other electronic warfare gear wasn't even implemented with all of the features they have in the board game?

For instance, the Narc beacon is suppose to allow for indirect fire without a spotter, which would equate to the target being lockable even after it moved behind cover. This feature would make it incredibly useful, and give the ECM something useful to defend against.

The Beagle Active Probe is suppose to be able to detect anything within its 5 hex (or 150 meter) bubble, including units shut down or out of line of sight. It is also suppose to be able to detect ECM interference - all of which would be incredibly useful, the last especially useful the way the developers decided to implement ECM.

I created a thread that outlines what each piece of equipment does in the board game with citations to each rule, and my interpretation on how they could be represented in a real time simulation you can read at your own leisure here:
http://mwomercs.com/...mation-warfare/

Thank you for answering if you choose to answer this question.

Edited by DocBach, 08 January 2013 - 10:59 PM.


#107 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 08 January 2013 - 11:42 PM

Essays sounds interesting.

Q: Weapon Balance & Heat
How do you model the weapon balance? What data do you use, what mathematical methods do you employ, how do you test a hypothesis, what kind of effort goes into a decision like "let's raise the damage of the Large Laser by 1? How do your models and methods compare to things beta testers came up with*?

Q: Modules and Efficiencies
What is in the works? Will we finall see stuff like "Artillery Strike" and similar modules? The current selection seems rather modest and weak effects that don't really seem to be worth the investment, and maybe more importantly, don't really sound like the mix of role and information warfare I was hoping for after the respective blogs.


*) Unfortunately I believe most of the threads on such models and methods are now in the Closed Beta Archives. I am not sure if I am the only one that made elaborate threads on the topic in the Open Beta.

Edited by MustrumRidcully, 08 January 2013 - 11:46 PM.


#108 ObsidianSpectre

    Member

  • PipPipPipPipPipPip
  • 289 posts

Posted 08 January 2013 - 11:51 PM

Once ECM stops being a balance problem, LRMs and Streaks will probably resume being the biggest balance issue in the game. Since I'm sure you'll already have an answer to the ECM question by the time you get to this one, what are the plans to address locking weapon balance?

#109 Fiona Marshe

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 756 posts
  • LocationAustralia

Posted 08 January 2013 - 11:55 PM

Why is XYZ weapon/item missing its tabletop function/balance?
1. AC2 minimum range (4 hex/120m)
2. AC5 minimum range (3 hex/90m)
3. Gauss Rifle minimum range (2 hex/60m)
4. ECM does a lot more than the TT function

Why have such an easy mode for earning c-bills? Repair and Re-arm are a major part of the Battletech universe. Without the chance to lose money on a match, the grind is just like any other MMO and there is little difference between a win and loss for reward.

#110 Peiper

    Member

  • PipPipPipPipPipPipPipPip
  • The Dragoon
  • The Dragoon
  • 1,444 posts
  • Google+: Link
  • LocationA fog where no one notices the contrast of white on white

Posted 09 January 2013 - 12:05 AM

View PostTolkien, on 08 January 2013 - 10:51 AM, said:

Question 0 is about your definition of "best". Does best mean the one most liked by the community or is it still just the ones you feel like answering?

Question 1 is about ECM)
How was it considered balanced to introduce a 1.5 ton 2 slot piece of equipment that does all of the following?:

i) Counters Artemis
ii) Counters BAP
iii) Counters TAG bonuses and the whole system inside of 180m
iv) Counters NARC - a system which weighs more and requires real skill and teamwork to use
v) Counters other ECMs
vi) Destroys LRM locks (absent holding a TAG laser on a potentially lag shielded mech)
vii) Destroys SSRM locks (absent holding a TAG laser on a potentially lag shielded mech)
viii) Ruins information sharing via minimap
ix) Scrambles HUD display of enemies
x) is a better AMS than AMS itself
xi) Requires no exploding ammo
xii) Generates no heat
xiii) Costs less than a much less useful module by a factor of 15
xiv) Doesn't use up a weapon hardpoint

Going by tonnage and critical space the ECM should be about as useful as a small laser plus a regular heatsink.
Or a medium laser and a little armor,
Or an AMS and a ton of ammo
etc.

Here's a link to the existing unanswered question from 'ask the devs' 29:
http://mwomercs.com/...70#entry1598770
And another to the same in 'ask the devs' 29A:
http://mwomercs.com/...ost__p__1640301

The former question has 230 likes at last count, while the latter has another 94, and neither have been addressed yet.


Question 2 is about game outcome statistics versus number of ECMs on each team:
Put simply, are the outcomes measured here representative of the current state of the game? If not, how far off were my results?
http://mwomercs.com/...ost__p__1709146

tl:dr I gathered enough match outcome data that with >99.999% confidence (statistical not subjective) I can say that ECM superiority is a predictor of victory. Also I can say with >97% confidence that a team with more ECMs is at least 2x more likely to win than the team with less.


(+1)

#111 Long Draw

    Member

  • PipPipPipPipPipPip
  • 491 posts
  • Google+: Link
  • Facebook: Link
  • LocationIL, USA

Posted 09 January 2013 - 12:22 AM

If a player(s) is(are) interested in volunteering their time as an Official MWO Fansite or Official MWO Community operator or as a moderator on this forum, what would you be looking for to determine if that person/group is suitable for that role? How should they go about expressing their interest in that endeavor?

#112 Strajen Marez

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 82 posts
  • Facebook: Link
  • LocationNortheast Alabama

Posted 09 January 2013 - 12:23 AM

View PostGarth Erlam, on 08 January 2013 - 10:34 AM, said:

Hi Everyone!

Q&A Ask The Devs 30 will represent a change to our formula. Now, you’ll ask question as always - however, we will take the five best questions and answer them, in large, essay-like format. This will take place every two weeks, instead of weekly.

We think this new method will provide more in-depth answers, and give us more time to provide great answers.

So please, ask away!

Boxers or briefs?
I'd like one essay describing which one you prefer, boxers or briefs. Half of the essay is to describe why you prefer the choice that you do and the second half will be your antithesis to your original argument. Be sure to compare and contrast pros and cons of both boxers and briefs. Keep popular name brands out of it as we are not wanting to promote any particular brand but rather get an objective comparison between the two choices.
You have two weeks.

#113 ImagineDwagons

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 81 posts
  • LocationKiev

Posted 09 January 2013 - 01:20 AM

Are you going to introduce Europe located server? If yes, when?
Thanks

#114 Aszot

    Member

  • PipPip
  • Liquid Metal
  • Liquid Metal
  • 41 posts
  • LocationGdańsk

Posted 09 January 2013 - 02:11 AM

How is Clan equipment going to be balanced? I mean what will stop everyone from using this lighter, more lethal equipment? Price? Or will it be equipable only on Clan/ upgraded (like endo or ff) mechs?

#115 Argent Usher

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 154 posts

Posted 09 January 2013 - 02:24 AM

Will we ever see an implemented MASC (with near 200kph Light Mechs or a 180kph CN9-D) ?

#116 ColdCutz

    Member

  • PipPip
  • 42 posts
  • LocationRaleigh, NC

Posted 09 January 2013 - 03:14 AM

Q: Does PGI have rights to the PPC sound from the old Pre Vis / Reboot Trailer? [ColdCutz]

Edited by ColdCutz, 09 January 2013 - 03:15 AM.


#117 William Warriors

    Member

  • PipPipPipPipPipPip
  • Shredder
  • 283 posts

Posted 09 January 2013 - 03:54 AM

Can we pay to change mount points from one type to another?

#118 TheFuzzyBunny

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 446 posts
  • LocationDetroit

Posted 09 January 2013 - 04:26 AM

I was going to multi qoute every ECM question, but I figured that would be redundant....

Please answer the ECM questions...

ECM is not ok.

#119 pesco

    Member

  • PipPipPipPipPipPipPipPip
  • 1,008 posts

Posted 09 January 2013 - 04:44 AM

1) Why does Narc not give targetting data? I.e. why is it necessary for someone to keep LOS and a target lock on a Narc'ed enemy in order for others without LOS to lock on?

2) Will higher-tier items, specifically former lostech like e.g. XL engines, endo-steel, double heatsinks, etc. have some sort of rarity in the future so that it remains viable to operate with standard equipment?

3) Why is it possible to change the engine of a Mech? AFAIR, in Battletech lore, it is prohibitively complex to exchange this integral component of a Mech, requiring at the very least the equipment of an actual BattleMech factory, not some little mercenary's repair bay. A similar argument applies, I believe, to replacing a Mech's entire internal structure with endo-steel and possibly other "upgrades". Will there be proper restrictions on such extensive modifications in the planetary game?

#120 Foresale

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 127 posts

Posted 09 January 2013 - 04:45 AM

It's been stated in the past that Community Warfare would start to see basic implementation 90 days after the final release of the game. With this in mind, does the team have a ballpark timeframe for the release of the game (eg - Q2 2013) and what features and content can we expect to be added prior to then to allow a smooth transition from sandbox warfare to meaningful planetary battles?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users