

The Hard Core Folks Are Going To Have To Accept. . .
#141
Posted 21 January 2013 - 07:15 PM
And for real - it takes maybe 10 matches to become familiar with the controls and maybe 30 matches to get an more intuitive understanding of the game.
#142
Posted 21 January 2013 - 07:50 PM
#143
Posted 22 January 2013 - 04:24 AM
Sug, on 21 January 2013 - 07:50 PM, said:
+1 I'm here to play Mechs. Not CoD. Silly CoDPieces..
I agree with the ingame tutorial, as a new player, I would have benefited from it for sure, instead of getting all turned around and headshot my first game.
Throttle and 3rd person..no. It's a Mech SIMULATOR with AUTHENTIC BATTLE DAMAGE! *rocks out* played with other people.
So, not all newbies are QQing about it being too hard, btw. I'm enjoying myself immensely. The challenge is great. Just throwing that out there.
*Still waiting for her pink Urbie*
#144
Posted 22 January 2013 - 05:37 AM
For non-throttle there would be so many problems however. You can't control your speed for instance. You would constantly train yourself to find the optimal speed for certain activities. I like to use jumpjets in my Catapult. Think about trying to land with a non-throttle system. I want to do a small hop, how do I manage that 20Kph to get onto that building, just enough speed to land on it when I hit JJ's and not too much that I won't walk off
Edited by Tichorius Davion, 22 January 2013 - 05:41 AM.
#145
Posted 22 January 2013 - 06:19 AM
As for Mechwarrior i for one am happy with first person and throttle.
Edited by McHarg, 22 January 2013 - 06:20 AM.
#146
Posted 22 January 2013 - 06:27 AM
McHarg, on 22 January 2013 - 06:19 AM, said:
I would rather say that the game will cease to be worth playing. First person and the movement are one of the
few reasons left to play this game.
I'd rather go play World of Tanks because that is a superior third person game. It would be even better if it
did full first person apart from just sniping as it was when I left. Options don't matter, powerplayers will always go for what works best if they can.
First person view adds so much more immersion than third person view does. I hear people talk about seeing their mechs and so but what crap is that? What is important is how others see your mech :-p
Edited by Ilwrath, 22 January 2013 - 06:28 AM.
#147
Posted 22 January 2013 - 06:47 AM
Roflberry Pwncakes, on 20 January 2013 - 10:35 PM, said:
Skipped first half, second half is very true. This game needs an interactive tutorial fast. Otherwise, it will continue to bleed new players. No doubt about it. It's already bleeding vets because things aren't changing fast enough and the same 4 maps are being used over and over. We need like 50+ maps. Or even do something like the Total War series (single player) where maps are randomly generated for pug matches. There can be a base of like 20 maps and then each time you drop there are random differences. You drop in random areas, buildings are in different locations, hills are slightly different, weather is different, etc. Then there are competitive matches where people should be able to join a lobby like supreme commander where they can set things like weather, restrict mech classes, restrict weapon types, etc. This game is a far cry (pun?) from what it could be. It makes me sad now.
#148
Posted 22 January 2013 - 08:20 AM
#150
Posted 22 January 2013 - 09:16 AM
#151
Posted 22 January 2013 - 09:17 AM
#153
Posted 22 January 2013 - 05:37 PM
If I want to play an FPS, there are much, much, much, much, much betters ones out there.
They have no ability to compete in that genre.
#154
Posted 22 January 2013 - 05:46 PM
The TT game features rear mounted lasers because mechs could see behind them. Having a 3rd person camera avoids the double rendering engine limit. Don't like it? Don't use it.
#155
Posted 22 January 2013 - 06:01 PM
I'm hoping MWO runs for decades, because I can't imagine how good she'll be at 30!
#156
Posted 22 January 2013 - 06:02 PM
You obviously haven't put much effort into why it would be a TERRIBLE idea.
Pandering and changing the game so it isn't as much of a challenge, just so people who can barely grasp mario kart are able to play.
Almost every game that starters catering to that lower class of gamer tanks and bleeds out because those players aren't LOYAL customers. They'll move onto something else at a moments notice.
#157
Posted 22 January 2013 - 06:12 PM
But I will get all "+1" on lobby and training mode/map and stuff getting added WILL make the game better. Right now we're working thru the squirrelly bits of the game. Bugs in the walking/looking/shooting code can be a B***H to debug -- recreation steps are often hard to record, tracking the problem to a specific line of code sucks, it just takes huge amounts of time and effort. However, if you've read the 30th Ask The Devs, we learn that the _really_ interesting bits should start showing up this year (Community Warfare!!). And this is what, the second year they've had to develop the game, from scratch? not too bad overall.
Just my 2 CBills...
#158
Posted 22 January 2013 - 06:18 PM
Jetfire, on 20 January 2013 - 08:51 PM, said:
Really this is what we need for the beginners, the same tutorial mission from all the past MW games. 15 minute training session.
"I'm Sgt. Unther, but you can call me Dead Eye..."
#160
Posted 23 January 2013 - 05:22 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users