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More Hero Mechs! - No More Maps?


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#1 Smourr

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Posted 08 February 2013 - 12:59 AM

Why do we get now a additonal hero / premium mech?
At nearly every update a new hero mech is released. Yes, it will increase the cashflow - But new variants of mechs are now not longer enjoying me.
I only see advancements on "items to buy" but not on "free" content.
Okay, now you patch the end of game screens and do balancing well, but to amaze the crowd you will need more overall content. Not only quick cash.

I get bored of playing again and again the same "less" maps and gamemodes.
I remember starting of OB i was playing daily and hours - Now i play once a week for max. one hour. Additional i get bored of buying Fluffy things for my cockpit. This is a fighting game not second life.
So i will stop premium and buying things until i get exited again by the concept not by colorful HERO Mechs.

Don't misunderstand this statement, i love this game and the style of play.
But the actual patch management and content insert is only to get quick money, not to get new customers inspired.

cheers

Smourr

Edited by Smourr, 08 February 2013 - 01:00 AM.


#2 yashmack

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Posted 08 February 2013 - 01:00 AM

check the command chair, there are maps in planning
in fact, i think desert map gets released next patch...

Edited by yashmack, 08 February 2013 - 01:01 AM.


#3 Adrienne Vorton

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Posted 08 February 2013 - 01:05 AM

oO there is 1 hero per month + 1 cbill mech + variants... ( at least that´s the goal PGI tries to achieve) ...

same is planned for the maps i think... alternative + new map... february: alpine, march: desert... the next ones are not announced, but sure to come... (might also be 2 month´s/ map, not sure right now)

as stated in some other threads and by PGI themselves, 2012 was slower on content because they were working hard on the game itself (since 2012 was basically the ONLY year of development :)) ...2013 will see the content grow in a faster and more regular pace...

the interface, the mechlab´s new version, achievement system and a lot more stuff is currently being worked on as well as factional warfare and many other little things that will give the game more and more shape...

Edited by Adrienne Vorton, 08 February 2013 - 01:13 AM.


#4 Biruke

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Posted 08 February 2013 - 01:08 AM

I thought it was th Alpine, a big map, which was supposed to be realeased on the 19th

#5 yashmack

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Posted 08 February 2013 - 01:08 AM

youre right, Alpine is next, I wasnt really sure

#6 Training Instructor

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Posted 08 February 2013 - 01:08 AM

Smourr has a very valid point though. I've been playing since late October or early November and it's been the same four maps, with the only changes being a night mode of River City and Frozen City.

During this time we've seen the Ilya Muromets, Fang, Flame, Death's Knell, and Pretty Baby, as well as a bunch of cockpit items, camo schemes, and colors.

The map team seems solid overall, as far as the performance of the maps goes. IE- you don't get stuck very often, fall through the terrain, etc. Maybe they need more support though? More debuggers, more coders, or something?

#7 yashmack

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Posted 08 February 2013 - 01:10 AM

maps are huge, mechs are not
There is a lot more work that goes into making an entire map for us to tromp around in than there is to make a new mech model

#8 Redshift2k5

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Posted 08 February 2013 - 04:10 AM

This is simple.

Hero mechs are EASY and FAST to make.

Maps are HARD and take MONTHS to make. (PGI has exceedingly high standards for it's maps)

Hero mechs bring in money to pgi, and they're easy to make. Every hero mech is just existing mech parts and a new skin. Take the one person(they have two mech texture artists, one is doing the camo spec system stuff like the Tiger paintjob we just got) making the hero mech skins off that job and put him on maps and you still won't get maps any faster, and then PGI loses income because they stopped selling hero mechs. Not going to happen.

#9 Booran

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Posted 08 February 2013 - 04:12 AM

Check latest weekly screenshot for a cameo of the new map (if you manage to look past the fugly baby) :)
Alpine will release with feb 19th patch, desert will probably come during march as of current road maps IIRC

#10 Grand Ayatollah Kerensky

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Posted 08 February 2013 - 04:38 AM

View PostRedshift2k5, on 08 February 2013 - 04:10 AM, said:

(PGI has exceedingly high standards for it's maps)


I can refute that assertion in two words: River City

#11 Yokaiko

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Posted 08 February 2013 - 04:43 AM

View PostRedshift2k5, on 08 February 2013 - 04:10 AM, said:

This is simple.

Hero mechs are EASY and FAST to make.

Maps are HARD and take MONTHS to make. (PGI has exceedingly high standards for it's maps)

Hero mechs bring in money to pgi, and they're easy to make. Every hero mech is just existing mech parts and a new skin. Take the one person(they have two mech texture artists, one is doing the camo spec system stuff like the Tiger paintjob we just got) making the hero mech skins off that job and put him on maps and you still won't get maps any faster, and then PGI loses income because they stopped selling hero mechs. Not going to happen.



Not to mention i the money coming from?

Yeah, they are banking on Hero mechs I have a hundred dollars worth now.

View PostNarcisoldier, on 08 February 2013 - 04:38 AM, said:

I can refute that assertion in two words: River City




Sad but true.

#12 Gammanoob

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Posted 08 February 2013 - 04:44 AM

View PostNarcisoldier, on 08 February 2013 - 04:38 AM, said:

I can refute that assertion in two words: River City


I can further refute the original statement with two more words: Night Maps.

Edited by Gammanoob, 08 February 2013 - 04:44 AM.


#13 sC4r

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Posted 08 February 2013 - 04:47 AM

well kicking in new mechs is almost always a good change
but i agree new maps are a must atm actually i would rather see skip mech for month if they added 2 or more maps

so im really looking forward for whatever map that will be published :)

#14 Livewyr

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Posted 08 February 2013 - 04:52 AM

I refute your rebuttals with one word: Opinion.

(I personally love River City, and River City Night is fun...would be more fun if Thermal and NV weren't readily available and we just had Headlights.)

#15 Risko Vinsheen

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Posted 08 February 2013 - 05:07 AM

Urban warfare has always interested me more than anything else in war games. Buildings to weave through to get the best shot lined up on your opponent make things more interesting. That said, I love River City. I HATE Caustic Valley. It's too open for my tastes. Admittedly River City Night is a pain most of the time but it still makes things more interesting to me.

I still don't get people saying to stop Mech production to make maps faster. They're two totally separate groups of people. Mech designers aren't map designers, map designers aren't mech designers. Hero Mechs, as has already been stated, are just reskins of mechs that already exist in the game. The only real model differences are they alter a couple weapon points on the chassis. And now we're getting a whole new mech chassis every month on top of the hero mech production.

We're also getting new maps two months in a row, if all goes well. A large part of this hinges on their ability to pay their employees, which means needing money, which means needing players to buy things, which means having [easily produced] things for players to buy. And if you think about it, if enough people spend money PGI could maybe hire more map people and get us maps faster. Again, they can only do that if they have some flow of money.

#16 Grand Ayatollah Kerensky

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Posted 08 February 2013 - 06:06 AM

View PostLivewyr, on 08 February 2013 - 04:52 AM, said:

I refute your rebuttals with one word: Opinion.

(I personally love River City, and River City Night is fun...would be more fun if Thermal and NV weren't readily available and we just had Headlights.)


No, river city is an objectively bad map. The river is a defacto no-man's land which results in only two viable paths to the enemy base. These two paths--upper city and lower city--are on the exact opposide sides of the map. The result is a 50-50 chance that the match will end in a cap race. However if you're on a premade, the odds that the round will end in a cap win increase further, because premades are more intelligent than pubbies and they will almost always take the shortest path to the enemy cap--the lower city path--and pubbies, will almost without fail take the longer upper city route.

#17 Livewyr

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Posted 08 February 2013 - 06:10 AM

View PostNarcisoldier, on 08 February 2013 - 06:06 AM, said:


No, river city is an objectively bad map. The river is a defacto no-man's land which results in only two viable paths to the enemy base. These two paths--upper city and lower city--are on the exact opposide sides of the map. The result is a 50-50 chance that the match will end in a cap race. However if you're on a premade, the odds that the round will end in a cap win increase further, because premades are more intelligent than pubbies and they will almost always take the shortest path to the enemy cap--the lower city path--and pubbies, will almost without fail take the longer upper city route.


What you're talking about is a lack of scouting.. which I can agree, is objectively bad. (You can do the exact same thing on Caustic and Frozen City.. Caustic: 3Line versus 7Line (frequent) Frozen: Dropship versus tunnel (not as frequent)
I've even seen it happen on Colony.. Water versus cave...

Not scouting is bad.. not the map.

Center of Forest Colony = no mans land.
Crater in Caustic is no mans land.

....

#18 Grand Ayatollah Kerensky

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Posted 08 February 2013 - 06:16 AM

View PostLivewyr, on 08 February 2013 - 06:10 AM, said:


What you're talking about is a lack of scouting.. which I can agree, is objectively bad. (You can do the exact same thing on Caustic and Frozen City.. Caustic: 3Line versus 7Line (frequent) Frozen: Dropship versus tunnel (not as frequent)
I've even seen it happen on Colony.. Water versus cave...

Not scouting is bad.. not the map.

Center of Forest Colony = no mans land.
Crater in Caustic is no mans land.

....


In forest colony you can still engage the dumb pubbies taking a bath and on caustic the two paths around the caldera are very close together. River city is unique because the two paths around the no-man's land are extremely far apart and each path has plenty of cover.

And yeah, part of the problem is that pubbies never scout and always go upper city. And like I mentioned in my post, the effect is more pronounced when it's pubbies versus premade.

#19 Livewyr

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Posted 08 February 2013 - 06:18 AM

Then be the random on your team that suggests scouting.. or even better.. scout for them.

On a whole.. people like fighting more than capping.. so a pubbie that knows where the enemy is early is likely to fight it.

#20 Training Instructor

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Posted 08 February 2013 - 06:19 AM

I've spent $150 so far, and I do enjoy the game quite a bit. I see myself spending more in the future, although probably not on hero mechs unless one comes out that I'm really excited about, like a Cicada! *swoons over the idea of a Cicada hero mech*

I still want new maps though :)





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