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Persistent World Creation - Is This Ever Going To Happen?


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#1 Terramoto

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Posted 16 February 2013 - 06:48 PM

I love Mechwarrior, and I have been playing it for as long as its been available, way back to the 90's. The PvP battles are great but just playing PvP matches does not do much for emersion into the drama that is the Mechwarrior world/story.

This game would be epic if just had more to do like a mmporpg. Clans, (AI environment) invading, House defense, crafting, etc.

Any plans to do this? I have over 1500 matches under my belt and I am kinda having to force myself to play now. It just lacks depth. The combat system is great, but for a game that has been dubbed "The thinking mans shooter", I don't find myslef thinking as much as I used to :)

#2 Gammanoob

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Posted 16 February 2013 - 06:50 PM

Supposedly there will be Community Warfare, unfortunately it hasn't been mentioned in some time.

#3 Signal27

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Posted 16 February 2013 - 06:51 PM

View PostTerramoto, on 16 February 2013 - 06:48 PM, said:

This game would be epic if just had more to do like a mmporpg. Clans, (AI environment) invading, House defense, crafting, etc.

Any plans to do this?


Aside from what Community Warfare is going to offer us (invading/defending certain planets), don't count on many other MMORPG elements making it into MWO.

#4 Nathan Foxbane

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Posted 16 February 2013 - 07:27 PM

That would be because MWO is not an MMORPG, but rather an MMO Sim. There is zilch in the way of role playing and any such is done so at the player's own will.

Edited by Nathan Foxbane, 16 February 2013 - 07:27 PM.


#5 kuangmk11

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Posted 16 February 2013 - 07:37 PM

View PostNathan Foxbane, on 16 February 2013 - 07:27 PM, said:

That would be because MWO is not an MMORPG, but rather an MMO Sim. There is zilch in the way of role playing and any such is done so at the player's own will.

its just MO

#6 DisasterTheory

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Posted 16 February 2013 - 07:51 PM

Well the ability to create a persistant world on a server and allow us all to connect to that server isn't too far fetched. The core game is here... all they would have to do is build the world server program and alter the core to allow us to connect to it.

#7 Khobai

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Posted 16 February 2013 - 08:18 PM

There will never be a persistent world. Game isn't set up like that.

#8 Mackman

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Posted 16 February 2013 - 08:27 PM

View PostKhobai, on 16 February 2013 - 08:18 PM, said:

There will never be a persistent world. Game isn't set up like that.


Seriously. Can you imagine a stock Assault mech (or even one with a maxed out engine) trying to cover the kind of distances a huge, persistent world would entail? Even with frequent "Fast Travel" points, it would be incredibly maddening.

This just isn't the kind of game for that kind of persistent environment. The best we can hope for is for each individual battle to be linked to some larger War-Map type of thing. Anything else just wouldn't fit with the current experience of piloting a mech.

#9 Thirdstar

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Posted 16 February 2013 - 08:31 PM

View PostKhobai, on 16 February 2013 - 08:18 PM, said:

There will never be a persistent world. Game isn't set up like that.


And anyone who thinks Community Warfare is going to be similar to that needs to put down what they're smoking.

#10 Khobai

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Posted 16 February 2013 - 08:34 PM

Quote

Seriously. Can you imagine a stock Assault mech (or even one with a maxed out engine) trying to cover the kind of distances a huge, persistent world would entail?


I imagine dropships would take you there. Basically a dropship could just swoop down pick you up with a magnet and then drop you off where you need to go.

#11 Lord Psycho

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Posted 16 February 2013 - 08:44 PM

View PostKhobai, on 16 February 2013 - 08:34 PM, said:


I imagine dropships would take you there. Basically a dropship could just swoop down pick you up with a magnet and then drop you off where you need to go.

this assumes we get a free dropship to take us places....and I assume there will be a pay to use drop ship also...which maybe faster or something.
maybe even provide support fire.....

#12 Tarl Cabot

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Posted 16 February 2013 - 08:49 PM

View PostThirdstar, on 16 February 2013 - 08:31 PM, said:


And anyone who thinks Community Warfare is going to be similar to that needs to put down what they're smoking.


Just thinking about a persistent world like EQ, WoW, PS2, etc. :) Here though if/when your mech is destroyed you have to purchase a mech loader truck and possibly a guard to go retrieve that atlas, hoping it has not been stripped yet ;) You would not respawn with the mech you rode out in.

But truthfully, both Battletech and Mechwarrior (RP and PC games) do not have that type of, hmm, atmosphere to make it a MMRPOG (or whatever it is). The RP element will enhanced by how the components of the community handles it via chat, both combat drops and dropship side. Overall though the core component will be combat with unit vs unit, House vs House/Merc/etc.

#13 Mackman

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Posted 16 February 2013 - 08:58 PM

View PostKhobai, on 16 February 2013 - 08:34 PM, said:


I imagine dropships would take you there. Basically a dropship could just swoop down pick you up with a magnet and then drop you off where you need to go.


In that case, why the persistent world? If the dropship exists solely to take you from battle to battle, why have it at all?

It can either be a world where you run around in your mech all th time, in which case our current system would actually be much better, because otherwise you'd just have pointless segments of time spent walking (or flying) from one battle to the next.

Or you'd be a mech pilot, out of mech for a majority of the time, which would, given the current state of the game, be absolutely ludicrous.

And at the end of the day, do you really want to go talk to Mech Commander Gruffy McGruffin and have him tell you to hunt down ten pirate mechs and bring him their arm actuators as proof, and then he'll give you a "Battered Small Laser" and some boots?

#14 Khobai

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Posted 16 February 2013 - 09:09 PM

Quote

In that case, why the persistent world? If the dropship exists solely to take you from battle to battle, why have it at all?


I was being facetious.

#15 Mackman

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Posted 16 February 2013 - 09:11 PM

View PostKhobai, on 16 February 2013 - 09:09 PM, said:


I was being facetious.


Gotcha. My apologies, bro.

#16 Thorqemada

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Posted 16 February 2013 - 09:29 PM

The moment we fight about Planets on a Star Map there is a persistant world - its only a different level of abstraction compared to the standard rpg mmo.

#17 Thirdstar

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Posted 16 February 2013 - 09:39 PM

View PostThorqemada, on 16 February 2013 - 09:29 PM, said:

The moment we fight about Planets on a Star Map there is a persistant world - its only a different level of abstraction compared to the standard rpg mmo.


That's not exactly what persistent world means. Those planets cease to exist as anything but a graphic or text the minute the mechs are off planet i.e. not actually persistent.

That's not an abstraction, that's a humongous leap of logic.

#18 TheMadTypist

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Posted 16 February 2013 - 09:53 PM

Like Thorqemada I suspect the eventual equivalent to a "persistent world" will be like the starmap from MW4-mercs, with certain maps being associated with certain planets, (an ice planet for snow maps, another for urban and forest maps, a third for desert work, that kind of thing) and we'll just drop in "missions" on those worlds like we do now for whatever the gameplay type winds up being.

Territory control will likely be little more then a progress bar on each world representing ownership, with the percentage of that faction's wins on that world's maps deciding who gets "control" and associated benefits. I'm going off of this quote from Dev Blog One:

View PostInnerSphereNews, on 07 December 2011 - 04:00 PM, said:

Faction Worlds
The battle for control over faction planets is a simple war of attrition. The faction with the most influence over a particular planet occupies it. By virtue of simply competing in online matches, faction players contribute influence points to target planets.


It fits with the hardware they've gotten together so far without requiring additional supporting features pushing the release into 2014. After all, they've been putting so much work into the upcoming 12v12 format and matchmaking, could you imagine the work they'd have to put in if 'mechs were just arriving to and departing from the battlefield all the time?

#19 Mounty

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Posted 16 February 2013 - 10:02 PM

View PostMackman, on 16 February 2013 - 08:58 PM, said:


In that case, why the persistent world? If the dropship exists solely to take you from battle to battle, why have it at all?

It can either be a world where you run around in your mech all th time, in which case our current system would actually be much better, because otherwise you'd just have pointless segments of time spent walking (or flying) from one battle to the next.

Or you'd be a mech pilot, out of mech for a majority of the time, which would, given the current state of the game, be absolutely ludicrous.

And at the end of the day, do you really want to go talk to Mech Commander Gruffy McGruffin and have him tell you to hunt down ten pirate mechs and bring him their arm actuators as proof, and then he'll give you a "Battered Small Laser" and some boots?

Sounds cool to me, but only if the pirate mechs are piloted by Gnomes.

#20 Thirdstar

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Posted 16 February 2013 - 10:03 PM

View PostTheMadTypist, on 16 February 2013 - 09:53 PM, said:

Like Thorqemada I suspect the eventual equivalent to a "persistent world" will be like the starmap from MW4-mercs, with certain maps being associated with certain planets, (an ice planet for snow maps, another for urban and forest maps, a third for desert work, that kind of thing) and we'll just drop in "missions" on those worlds like we do now for whatever the gameplay type winds up being.

Territory control will likely be little more then a progress bar on each world representing ownership, with the percentage of that faction's wins on that world's maps deciding who gets "control" and associated benefits. I'm going off of this quote from Dev Blog One:

It fits with the hardware they've gotten together so far without requiring additional supporting features pushing the release into 2014. After all, they've been putting so much work into the upcoming 12v12 format and matchmaking, could you imagine the work they'd have to put in if 'mechs were just arriving to and departing from the battlefield all the time?


That's exactly what I expect as well. Something very similar to WoT Clan Wars.





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