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Thanks Devs Your So Awesome!


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#1 Nacho Man Randy Snackage

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Posted 20 January 2013 - 07:42 AM

I would just love to throw a special shoutout to Russ bullock, Thank you, Thank you for taking my money and moving slower than a mod team. Thank you for taking my money and ushering me in to a "beta" that is actualy an alpha test, since you don't understand what a beta is. Thank you for not addressing bugs with hotfixes. Thank you for not putting basic features in the mechlab that were in game in the 90s. On that note thanks for not putting in core explosions or destructable buildings, because we all know thats impossible to do in this super had world of game development. But most of all thank you for crying like a little girl to crytech and having a soft cease and desist in the form of one or more of Mechwarrior Living Legends developers having their jobs threatened because they work at crytech and their FAR FAR Superior game is a conflict of interest for the company, since their game is worlds better than yours will be in the next 20 years at the rate you develop and release content.

Oh and ps heres something for you since you don't seem to have a dictionary

be·ta test 
beta tests, plural
noun: A trial of machinery, software, or other products, in the final stages of its development, carried out by a party unconnected with its development

THE FINAL STAGE OF DEVELOPMENT DOES NOT EQUAL PUTTING OUT 8-12 MECHS, NO FEATURES, AND 1/3RD OF THE WEAPONS THAT SHOULD BE IN THE GAME AND SAYING HURR DURR ITS BETA TIME GUIS WE SO GOOD DEVELOPERS.

Edited by lordgore, 20 January 2013 - 07:44 AM.


#2 Adridos

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Posted 20 January 2013 - 07:54 AM

Thank you, thank you Lordgore for making a stupid and unconstructive post/thread.

Just for the record, it's 54 mechs and surely every single weapon you'd actually use in this era on a normal battlefield. Do you have placeholders all over the screen, do you use console to test features, are your models lacking textures and coding? If not, then you cna be assured it is final stage of development, which means bug-fixing.

#3 Redshift2k5

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Posted 20 January 2013 - 08:00 AM

core explosions are not missing because they're difficult to simulate; core explosions are missing because they're dumb.

Destructible terrain in an online environment is harder than doing the same thing on a single local client. It would be a considerable strain on an already strained network. you do remember that destructible trees in MWLL caused significant instability and memory issues, right?

Knocking a tree over is easy. Tracking the exact placement and 'state' of every tree for every client isn't (until the base networking is improved, which is being worked on)

#4 Hotthedd

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Posted 20 January 2013 - 08:03 AM

View Postlordgore, on 20 January 2013 - 07:42 AM, said:

[REDACTED]

Bye bye.

Can I has your stuff?

Edited by Helmer, 20 January 2013 - 10:55 AM.
Removed [REDACTED] comment.


#5 Ilwrath

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Posted 20 January 2013 - 08:06 AM

I want to thank the devs for the fine fine matchmaker and ECM. I really think they nailed it with ECM. It could have ended up as useless bling but its actually useful.

I also like to thanks the devs for the small number of maps. This let us focus and become better instead of getting confused by lots and lots of map that are different. If you have to make new maps, at least let it be alt-maps (with night and such).

Last I want to thank the devs for making light mechs useful with netcode that is made especially for them. Without these netcode tweaks we would see far less light mechs and the game would be come boring almost instantly. If you do make adjustments to the netcode I do hope you make it as it is for light mechs right now. Its so fun to see all the Ravens running around the battlefield.


Devs, KEEP UP THE GOOD WORK! :) :lol: :(

Edited by Ilwrath, 20 January 2013 - 08:08 AM.


#6 Pat Kell

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Posted 20 January 2013 - 08:10 AM

When I read this I got the imagine of a kid ( by kid I mean he was 15-16)I once saw on tosh.o...i think heh. He was really mad because his mom had grounded him from his computer and he was throwing a temper tantrum. He had a remote control in one hand and was screaming and yellling and I thinking crying, the whole time he's standing there trying to shove this remote control up his back side...so I'm wondering...anyone here need a remote?

#7 Nacho Man Randy Snackage

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Posted 20 January 2013 - 08:11 AM

View PostAdridos, on 20 January 2013 - 07:54 AM, said:

Thank you, thank you Lordgore for making a stupid and unconstructive post/thread.

Just for the record, it's 54 mechs and surely every single weapon you'd actually use in this era on a normal battlefield. Do you have placeholders all over the screen, do you use console to test features, are your models lacking textures and coding? If not, then you cna be assured it is final stage of development, which means bug-fixing.

There are only 13 unique mechs in game, variants are not mechs, variants are the same mechs with a few slot changes. the weapon list in game is fairly incomplete,let alone all the clan stuff we are supposed to be getting this year according to the chronological order the game is supposed to be in and yeah nah if you think this is the final stage of development you should seriously take a step back and assess what game your playing, since 8/10 posts on the forums are bugs that don't even get hotfixed.

#8 Stoicblitzer

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Posted 20 January 2013 - 08:15 AM

View PostRedshift2k5, on 20 January 2013 - 08:00 AM, said:

core explosions are not missing because they're difficult to simulate; core explosions are missing because they're dumb.

Destructible terrain in an online environment is harder than doing the same thing on a single local client. It would be a considerable strain on an already strained network. you do remember that destructible trees in MWLL caused significant instability and memory issues, right?

Knocking a tree over is easy. Tracking the exact placement and 'state' of every tree for every client isn't (until the base networking is improved, which is being worked on)

Bad Company 2. Battlefield 3.

#9 Tennex

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Posted 20 January 2013 - 08:16 AM

lol... they are pretty slow right now. i'm sure there are some hurdles to developing this game.

but maybe the mektek/pgi merge will speed things up..


as for "its beta"

its not an issue of whether its beta or not. its a development habit issue. once this game goes open beta. PGI will still develop the game the same way, ignoring the issues, delaying patches, and taking months to balance.

so beta has never been an excuse for anything, except lack of content.

Edited by Tennex, 20 January 2013 - 08:22 AM.


#10 Nacho Man Randy Snackage

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Posted 20 January 2013 - 08:17 AM

View PostRedshift2k5, on 20 January 2013 - 08:00 AM, said:

core explosions are not missing because they're difficult to simulate; core explosions are missing because they're dumb.

Destructible terrain in an online environment is harder than doing the same thing on a single local client. It would be a considerable strain on an already strained network. you do remember that destructible trees in MWLL caused significant instability and memory issues, right?

Knocking a tree over is easy. Tracking the exact placement and 'state' of every tree for every client isn't (until the base networking is improved, which is being worked on)

Mechwarrior living legends was also a mod team with no budget and lacked 60$ of mine in their bank account collecting interest. A game making money off its beta testers should have the talent behind it to make objects destructable. Or are you saying the developers are too incompetent to make it happen? Core explosions are part of what makes a mech a mech and it also used to make people think of where they were tactically instead of trying to be 5 meters away from an atlas's core when it pops.

#11 Tennex

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Posted 20 January 2013 - 08:24 AM

destructible environments are cool and all. but the have to keep this game accessible to people. in order to get enough players, to have community warfare. Reducing the graphical requirements would increase the potential pool of players.

#12 Acenan

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Posted 20 January 2013 - 08:27 AM

View Postlordgore, on 20 January 2013 - 07:42 AM, said:

[REDACTED]

I have to agree that development is slow, but that might be beacuse they are realy bad at telling us what they are doing. .

View PostRedshift2k5, on 20 January 2013 - 08:00 AM, said:

Destructible terrain in an online environment is harder than doing the same thing on a single local client. It would be a considerable strain on an already strained network. you do remember that destructible trees in MWLL caused significant instability and memory issues, right?


Battlefield, Crysis, Red Faction, Arma 2(some), Chromehounds(if i remember correctly), Serius sam BFE, Far cry series(some), Mercenaries 1/2, Mount and blade. . . . .

Edited by Helmer, 20 January 2013 - 10:57 AM.
Removed [REDACTED] post.


#13 Mackman

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Posted 20 January 2013 - 08:32 AM

Another person who can't grasp the difference between someone "taking" your money under false pretenses, and you "giving" them your money with full knowledge of what you're getting for it...

You had every opportunity to know what you were getting into. You had every opportunity to not give them your money. They didn't lie to you, they didn't trick you, they didn't take your money. You gave it to them, and you know what you would get in return.

There are problems with this game, and it is your right, as a Beta tester and customer, to complain about them and suggest ways of making them better. But it isn't your right to complain that you voluntarily paid for an unfinished, unpolished game, knowing that it was unfinished and unpolished.

#14 Max Immelmann

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Posted 20 January 2013 - 08:34 AM

i have to agree, adding new material without fixing basic game play functions is gonna pi$$ off ALOT of people. too many bugs, not enough fixes, and the only reason we went to open beta was to satisfy the impatient ones who got sick of having resets.

unfortunetly, i believe pgi rushed the open beta phase, and i believe they may be in financial trouble.

#15 Adridos

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Posted 20 January 2013 - 08:38 AM

View Postlordgore, on 20 January 2013 - 08:11 AM, said:

There are only 13 unique mechs in game, variants are not mechs, variants are the same mechs with a few slot changes.


So are you saying the K2 is completely teh same game as A1? That when you play Hunhcback G and Hunchback P, it's once again a completely same gameplay and eveything. That the stock Awesome and those LRM modifications could as well be the same mech,....

I know it's not completely unique 54 mechs, but telling me you have only 12 mechs to paly with in a game where youc an customise to no end and where you have variants that comeplety change the mech, it's gameplay, look and feel, then...

#16 Helmer

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Posted 20 January 2013 - 10:58 AM

Not constructive, insulting, trolling thread has gone far enough.


Closing down.





Cheers.





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