Posted 28 January 2013 - 02:07 AM
Wow... Don't you love it when the thread is expanding faster than you can scroll...
It feels to me that there is a certain necessary progression to these points. Some of them are developed in parallel, as they are largely unrelated, but there are a few specific points which strike me as core to this product.
Starting with the basics, NETCODE first. While they just pushed out a big step forward, there's still a lot of work to do. Until this is clean and stable, any work you do on most of the other points is largely irreleveant. (Mechs, maps, and other areas unrelated to actual gameplay are not dependent on this functionality for their development, so can be done in parallel as mentioned earlier.)
Once you have the netcode stable, you need to group like with like, or you're not going to get accurate reads on how the various mechs and weapon systems are actually performing. Data should be collected in as consistent an environment as possible. To accomplish this, ELO/Matchmaking is, I believe, the next priority in sequence. At this point, substantially more accurate data would be available, and, ideally, would allow any necessary large changes for balance and feel to be done with a greater degree of confidence. Balance itself is a never ending process, and will ideally continue over the lifespan of the game, though after a certain point, as small tweaks, rather than large meta changing alterations.
Those were the big two, from my perspective. Many of the other items on the list come down to personal preference, rather than a sequential series of priorities. For me, I would put Community Warfare as the third objective. Once this game is stable and balanced, MWO will be ready to jump from being a tech demo to being a full fledged product. CW [theoretically] will, by its nature, include new maps and game modes, and will hopefully, finally, give the individual battles some level of consequence and value, above and beyond farming and KDR.
How well and how fast we get to these points can be argued to be the make or break milestones for this title. The longer it takes, the more people we lose, or simply fail to gain, and the fewer of them will come back when this game reaches its potential. Personally, I think PGI is doing a solid job, and progressing at a fair pace, and look forward to continued development of the product.
Anyway, just my 2 cents...