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This Game Is Starting To Shape Up


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#1 CHWarpath

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Posted 10 February 2013 - 07:33 PM

World of Tanks vs. MWO



I usually don't congratulate devs because so many games are so bad and they tend to cater to the average mouth breather who really isn't serious about playing the game or paying for it, which just leads to a mediocre game. Its clear this game has modeled itself off of World of Tanks, but where World of Tanks fails, MWO doesn't. The two biggest turn offs in WOT is the pay to grind system which is just a crime against humanity. Another WOT failing is the tier system and damage model, in WOT you can have a tier 3 tank do zero damage to a tier 5 tank and that tier 5 can one shot you; so you in a sense you are simply food for other players for that match. In MWO even a scout can do some serious damage if built and piloted properly. The graphics and level of design also beat out WOT.

#2 Aym

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Posted 10 February 2013 - 07:36 PM

+1
/agree
/thread

#3 Kallibretto

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Posted 10 February 2013 - 07:40 PM

I agree wholeheartedly. I haven't played WOT but those sound like sound criticisms and I agree wit hthe praise for MWO.

Also, I love my Jenner. I also love oblivious Atlas pilots who don't realize when someone is shooting them in the back. :)

#4 TheFlyingScotsman

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Posted 10 February 2013 - 07:42 PM

An MW game based on WOT? Switch the order of those two and I'd agree. BT is too old a game for world of tanks to have any precedence on it.

Anywho, I agree. A lot of love is going into this game and it shows, even in beta. Keep the updates coming, PGI!

Edited by TheFlyingScotsman, 10 February 2013 - 07:42 PM.


#5 CHWarpath

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Posted 10 February 2013 - 07:55 PM

View PostTheFlyingScotsman, on 10 February 2013 - 07:42 PM, said:

An MW game based on WOT? Switch the order of those two and I'd agree. BT is too old a game for world of tanks to have any precedence on it.

Anywho, I agree. A lot of love is going into this game and it shows, even in beta. Keep the updates coming, PGI!


Mechwarrior games predate WOT by 2 decades but MWO has clearly taking a liking to WOT. The one death aspect and you are able to disconnect and immediately grab another mech, same as in WOT, grinding credits, paying for premium account which gives more credits and experience, and having mechbays that can be purchased, are all taken from World of Tanks. Its also clear they paid attention to the criticisms of WOT and they have brought in aspects of Mechwarrior 2, 3, and 4 into this game. Its a very clever strategy I think.

#6 SpajN

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Posted 10 February 2013 - 08:47 PM

I agree that mwo is shaping up to be the better game between mwo and wot.

but i also think mwo actually needs something to "grind" or work towards so players dont lose intrest.
To buy a atlas in mwo doesnt take very long, you could probably do it after your cadet bonus.. and after that.. buy more atlas? buy smaller mechs? thats not as fun as working towards the bigger is better mech. "Grinding" is somewhat needed for players to really get sucked into the game, always working on an upgrade, better mech, better gear.. something. Sure you can say 3x atlas and all the modules takes a long time but first of all for new players it isnt so apparent as new tanks are in wot.. secondly modules are just small tweaks for a very long grind.. not reward enough to keep people hooked.

i dont think anyone thinks wot gameplay is amazing but the game is still huge because people like to work towards great rewards as in better tanks.

I dont think mwo has to do that way with mechs but PGI needs to think about something that will act as an carrot to keep new players intrested in the game long enough to really get into the game so they can later start doing community warfare when they are more hardcore.

I myself love the game but since i already got the mechs i wanted elited out (which took 1 week) I have no urge to play anymore than a couple of games a day.. in wot i could play for hours and hours.. not because i loved the gameplay but i just wanted the next tank. I think mwo gameplay is superior to wot but as i said.. there is no carrot.

#7 herosson

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Posted 10 February 2013 - 08:53 PM

The thing that drove me away from WOT was that it was just one team death match game after the other. This game is coming along, I just hope we can get some more clever game modes.
A rush type game with defender and attacker, maybe with respaws. Perhaps objective based game modes, with objectives unknown to either side. There are so many options I'm hoping for the best.

#8 Eddrick

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Posted 10 February 2013 - 08:56 PM

Agree. Trying to please everyone leads to a very bland result.

#9 Gargoth

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Posted 10 February 2013 - 09:15 PM

although, wot has some other systems that work better than mwo..
..i do agree with the OP.
In this game, no matter the mech, you still deal same damage without ridiculous ricochets, 0pts hits or could not penetrate.
You dont have to grind nearly as much to achieve the goal you are aiming for.
And besides, its mechs.
Also, you have way more customization options what comes to weaponry, engines etc etc (but these are not "real life" model to start with)

What i would wish from Mw:o is more "endgame" content, yes there are modules but those need some overhauling and it is coming.
And Community Warfare, which is also coming.

All in All, i dare to hope there is shiny future ahead for this game.

Keep up the good work.

#10 CHWarpath

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Posted 10 February 2013 - 09:23 PM

View PostSpajN, on 10 February 2013 - 08:47 PM, said:

I agree that mwo is shaping up to be the better game between mwo and wot.

but i also think mwo actually needs something to "grind" or work towards so players dont lose intrest.
To buy a atlas in mwo doesnt take very long, you could probably do it after your cadet bonus.. and after that.. buy more atlas? buy smaller mechs? thats not as fun as working towards the bigger is better mech. "Grinding" is somewhat needed for players to really get sucked into the game, always working on an upgrade, better mech, better gear.. something. Sure you can say 3x atlas and all the modules takes a long time but first of all for new players it isnt so apparent as new tanks are in wot.. secondly modules are just small tweaks for a very long grind.. not reward enough to keep people hooked.

i dont think anyone thinks wot gameplay is amazing but the game is still huge because people like to work towards great rewards as in better tanks.

I dont think mwo has to do that way with mechs but PGI needs to think about something that will act as an carrot to keep new players intrested in the game long enough to really get into the game so they can later start doing community warfare when they are more hardcore.

I myself love the game but since i already got the mechs i wanted elited out (which took 1 week) I have no urge to play anymore than a couple of games a day.. in wot i could play for hours and hours.. not because i loved the gameplay but i just wanted the next tank. I think mwo gameplay is superior to wot but as i said.. there is no carrot.


I personally think people get caught up in grinding far too much and not end game play. There will be endless grinding in this game as mechs and weapons come out but the game should focus on an end game platform. WOT has company battles which is a lot of fun, fighting for territory that yields money to the clan.

#11 Termius

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Posted 10 February 2013 - 09:30 PM

Watching the game change and develop is a great thing. Each patch adds one more thing to gameplay, and even the minor things add up after a while. Eventually we will get back RnR, Collisions will be reimplemented, and Community Warefare will be just add so much more to the game. If PGI keeps up the good job they have been doing I have hope for MWOs Future :)

View PostCHWarpath, on 10 February 2013 - 07:33 PM, said:

In MWO even a scout can do some serious damage if built and piloted properly.


That is one thing I do love about gameplay. Even the smallests of mechs are a terror in the right hands.

Edited by Termius, 10 February 2013 - 09:31 PM.


#12 Broceratops

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Posted 10 February 2013 - 09:39 PM

despite pgi's first-time blunders, MWO will be okay and i think those of us who stuck through the start will be happy we stuck it out.

what they need is a competitive ladder system. whether its CW or something more direct, if they can implement better competitive pvp the game will be much more marketable. its a fun game to watch if the teams and pilots are organized. 8s are fun as hell. they just need to enable it and the players will do the rest.

Edited by Broceratops, 10 February 2013 - 09:41 PM.


#13 Eddrick

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Posted 10 February 2013 - 09:49 PM

View PostSpajN, on 10 February 2013 - 08:47 PM, said:

but i also think mwo actually needs something to "grind" or work towards so players dont lose intrest.
To buy a atlas in mwo doesnt take very long, you could probably do it after your cadet bonus.. and after that.. buy more atlas? buy smaller mechs? thats not as fun as working towards the bigger is better mech. "Grinding" is somewhat needed for players to really get sucked into the game, always working on an upgrade, better mech, better gear.. something. Sure you can say 3x atlas and all the modules takes a long time but first of all for new players it isnt so apparent as new tanks are in wot.. secondly modules are just small tweaks for a very long grind.. not reward enough to keep people hooked.

Less grind. More skill based. I stopped playing MMORPGs for the very reason that I couldn't keep up with others on the grind.

If the game is fun. They will keep coming back to play, regardless. Simlar to Fighting games and First Person Shooter games. It takes a very short amount of time to unlock everything. But, you keep playing because you like the game and want to get better at the game.

Edited by Eddrick, 10 February 2013 - 09:50 PM.


#14 WalkingDeathBot

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Posted 10 February 2013 - 09:55 PM

As someone who played WOT for ages, I endorse this message.

#15 MPMaarek

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Posted 10 February 2013 - 10:04 PM

I would have to say that the matchmaking system in World of Tanks is pretty awesome. Driving a lower tier tank forces you to play differently, but there is still a roll there. Good piloting of a low tier tank does matter. WOT is very different, but I am glad they're using it as a model.

Is the game shaping up? Oh yeah! MWO is looking awesome. While there are still many many features I think are critical to the game being awesome, I am starting to think that maybe they're going to get around to them all.

Nice work!

#16 GalaxyBluestar

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Posted 10 February 2013 - 11:01 PM

i don't need to say anything

everyone else is saying it best

great thread!

#17 anonymous175

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Posted 10 February 2013 - 11:01 PM

Shore is.

#18 Kiiyor

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Posted 11 February 2013 - 09:12 PM

View PostSpajN, on 10 February 2013 - 08:47 PM, said:

I agree that mwo is shaping up to be the better game between mwo and wot.

but i also think mwo actually needs something to "grind" or work towards so players dont lose intrest....


The devs have some pretty cool stuff in the works geared around modules:


View PostInnerSphereNews, on 03 February 2012 - 11:00 AM, said:


Let’s dive right into some details! Everything listed here is more of a guideline to demonstrate the concepts. The final list of efficiencies and modules are still being examined.

Experience Points (XP)

XP is a cumulative point system used to unlock BattleMech Efficiencies by performing in game actions correctly. All earned XP is divided by a percentage between General XP and BattleMech Chassis XP.
General XP can be spent on any BattleMech efficiency, while BattleMech Chassis XP can only be earned on the current active player BattleMech.
Examples of XP Actions:
  • • Destroying an enemy unit.
  • • Detecting an enemy unit.
  • • Assisting a friendly unit.
  • • Disabling an enemy unit.
  • • Accomplishing a command order.
BattleMech Efficiencies



This is the basic layout of the tree for any of the ’Mechs or variants that we launch with (or when we initially introduce the base model and chassis of any brand new ’Mech). Players need to spend XP to unlock all of the upgrades on each tier in order to be able to access the next tier. The jump jet related upgrades on tier 4 would be removed for any ’Mech that doesn’t have jump jets. In order to access Elite I, the player needs to not only unlock all upgrades on tiers 1-4 of this model, but they have to do the same for every initial variant. After they access and spend XP to unlock Elite I, tier 5 is then accessible for all initial variants. Elite II is accessed in a manner similar to Elite I. The player must have unlocked tier 8 on each of the initial variants.
Posted Image
Pilot Skills

Each BattleMech chassis has a set number of slots available for modules. Players can fit whichever modules they want or deem necessary for their upcoming matches. The number of applied modules cannot exceed the available slots on a BattleMech and each module is unique in that multiples of the same module cannot be used.
The Cost of Modules

A Module is unlocked by gaining efficiencies in a particular BattleMech’s Mech-XP Tree. When a single Tier for a given chassis is complete, the player earns 1 Player Point. Once a Module on the Pilot Skill Tree has been unlocked it produces modules. These modules are purchased as an item from the Store using C-Bills. If the player wishes to use the same module across multiple BattleMechs, they will have to purchase one for each.
Scout Role Skills:
  • • Radar Range Increase – Increases radar range by 2% up to 5 times
  • • Ghost Signature – Increases length of time before a signal fades by 2% up to 3 times
  • • Vision Mode 1 - Zoom Vision – Allows the pilot to zoom 7x
  • • HUD Detail 1 – Enemy Damage Level – LOD detail in terms of damage
  • • HUD Detail 2 – Enemy Component State – Overall component criticality
  • • Null Signature System – Allows the pilot to appear shut down for 5 seconds
  • • Multi-Targeting – Allows the pilot to target multiple enemies up to 4 at a time.
  • • IDF Accuracy – Narrows the AOE of IDF fire.
  • • Critical Shot Indicator – Shares with nearby friendly BattleMechs the critical components of an enemy BattleMech
Assault/Defense Skills:
  • • Charging – A special attack that allows the pilot to drive their BattleMech into an enemy BattleMech without sustaining too much damage
  • • Vision Mode 2 – Night Vision – Allows the player to see in dark areas/night
  • • Vision Mode 3 – Thermal – Allows the pilot to see heat signatures through solid objects
  • • Vision Mode 4 – Magnetometer – Allows the pilot to see metal through solid objects
  • • DFA Damage Reduction – Reduces the amount of damage caused by performing a Death From Above attack
  • • Power Up/Power Down Speed Increase – The power up and power down sequences are sped up by 20%
  • • AMS Range Increase – Increases the effective range of AMS by 2% up to 5 times
  • • Cognizance – Automatically lets the pilot know of any nearby friendly BattleMech taking fire
  • • Critical Shot Receiver – Allows the pilot to receive the critical shot information from nearby scout Mechs
Commander Skills:
  • • Order View – Allows the pilot to right click and request friendly BattleMechs to attack or defend areas/objectives on the BattleGrid
  • • Command View – Provides a layer of information over the BattleGrid including objectives and any intelligence information passed back by scout Mechs on the front line
  • • Call Air Strike – Calls in an air strike that does AOE damage in a straight line
  • • Call Artillery – Calls in a land based artillery bombardment on to a target area
  • • Call Naval Bombardment – Calls in Naval artillery bombardment that has a larger and more powerful result than regular artillery
  • • Call UAV – Calls a UAV that passes overhead of the battlefield and relays ALL enemy positions to the command pilot
  • • Call Predator Drone – Drops a heavy explosive device on a targeted area
  • • Call Satellite Sweep – Full detail information is passed to the command pilot including enemy location/direction/speed
  • • Danger Close – A short range radar detection system that lets the command pilot know of any nearby enemy BattleMechs
Posted Image


All of this is subject to change, but we wanted you all to see what we have currently. Percentages may shift, abilities will be added or removed, however this is the layout we are currently working with.



The've stated a few times that the modules are the end game, and grinding enough GXP for that will definitely be something to work towards. And some of the stuff in there looks awesome.





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