What do you hate most in MWO ?

Thread in 'MechWarrior Online' started by Marec, May 30, 2013.

  1. dog_funtom

    dog_funtom Well-Known Member

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    Developers of World of Tanks, War Thunder, Star Conflict managed to make this balance, no reason for PGI to be unable to do it.

    [quote author=Magnificent Bastard link=topic=1556.msg29547#msg29547 date=1384966906]
    Although I do miss the repair/re-arm costs. It had flaws but I think it was necessary. People cared about their mechs more.
    [/quote]

    There is popular post about «timidity is not a tactic» at mwomercs because author and readers are annoyed about people who fear to get any scratch damage, attack, push, flank or brawl. And you say, people should care more?
     
  2. dog_funtom

    dog_funtom Well-Known Member

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    I don't hate MWO for that because of no contrast with others. I somewhat hate all developers of MMOs because of it.

    I mean, nearly every MMO and other multiplayer games has this sickness, isn't it? Both of people and developers tends to love repeating and repeating and repeating same annoying stuff. Just look at MOBA games! Or remember times of CS when people played only two maps of all variety like it's fun.
     
  3. Magnificent Bastard

    Magnificent Bastard Dispossessed

    It depends on the mech. I think we've all seen "That Atlas that refuses to push" and obviously that is a problem. Some mechs are made to be meat-shields but others aren't. But when we're discussing the issue of "ignore the cap deathmatch in middle gets us all more c-bills" repair costs could be something that helps balance the risk/reward ratio of capping vs killing.

    [Post modified because I can never seem to express myself without editing.]
     
  4. dog_funtom

    dog_funtom Well-Known Member

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    Oh, I see your point now. Maybe you're right :unsure:
     
  5. SAI Peregrinus

    SAI Peregrinus Advanced Member

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    Imitate other games.
    CTF
    FFA Deathmatch
    Attack/Defend type play
    Objectives which must be destroyed
    Escort (say, a transport truck)
    Defend vs the Hordes (tens, hundreds, etc, of bots attack)
     
  6. Magnificent Bastard

    Magnificent Bastard Dispossessed

    Ah, memories.

    http://www.youtube.com/watch?v=U4Ot41xl80Q
     
  7. Excalibaard

    Excalibaard 101 010 Staff Member

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    What I hate the most in this game are at sometimes the decisions made by PGI and sometimes the people I have to put up with. Especially something that's innate of mankind and that happens in basically every game (and even outside of games).

    Fucking pride and/or ignorance.

    Just had a PUG game and two coordinating gauss jagers were able to core my CT from orange armor, so I died quickly. Being in a helpful mood I decided to spectate and give a few pointers since i was dead anyway. Things such as 'PPCs deal 0 damage
     
  8. Magnificent Bastard

    Magnificent Bastard Dispossessed

     
  9. Roosterfish

    Roosterfish Well-Known Member

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    The thing I hate most about MWO is that we still just have half a game. They've given us the potatoes but where's the roast beef?

    As wonky as hit detection can be sometimes, how hard it is to communicate in a match to other players can be, and even the match making taking a dump lots of the time it's still damn fun to stomp around a map shooting everything the hell up. It's fun to design a mech, test it in training grounds, and then take it to a real knuckle duster.

    There still needs to be more. I know that PGI is adding stuff at a painfully slow rate but they need to pick up the pace. The game really is bleeding players like its inbreed and got hemophilia.

    I do like how some folks are starting to talk about this in the open so that does give me hope that things will pick up some.
     
  10. dog_funtom

    dog_funtom Well-Known Member

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    I wonder if PGI may be aware of this thread :mellow:
     
  11. The Verge

    The Verge Moderator Staff Member

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    So basicly, it's a game to start with, but there is no end game. They wanted to get it released in November, but it's been pushed back to December. If UI2.0 is not out in December, I will probably find something else to fill my time. Perhaps Hawken or Starcitizen.

    If it is out in, I will eat my hat in anticipation of ANY sort of clan warfare. or just 1v1 (which even the closed beta testers wanted SOOOOO badly)
     
  12. skidog2k3

    skidog2k3 Dispossessed

    I don't think PGI cares....
    As long as they are making money they are happy. In my opinion they dangle too many carrots for the user to spend real money on. It is the Free to Play model that is the problem here.
    They can make real money off of designing the next great skin, or Hero varient of an established mech, without spending a lot of development cash. It is even easier to develop new mechs relative to designing a new map, and they don't make money off of maps, additions to game play, new game modes, UI improvements. So, develop the high return stuff first and delay the development of high cost/no return items.... but always.... always dangle the carrot.
     
  13. enileph

    enileph Star Lord

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    As for endgame, this is marketed as a mech FPS game. You don't really care about storyline in counterstrike or teamfortress. The whole endgame thing is not important, and being f2p there is no incentive for them to work on a single player mode with storyline.
     
  14. Regina Redshift

    Regina Redshift Sass Elemental

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    I agree with first sentence, but disagree with second. I believe that it's not fun because of game design, because of unbalanced rewarding. Win by cap make you very similar reward than loss by kills. And win by kill is rain of C-Bills and XP in contrast of win by cap.

    Intuitively it seems that in position of game theory it's rational to follow tacit agreement about not putting much effort in capping.
    Not every man know game theory, but everybody still follows its principles intuitively, especially in community scale. Clearly we have here situation with dominated strategy.

    I'm not sure about if game mechanics is truly unbalances in terms of perfect rational game theory, but people perceive it as one strategy is dominated by another. Doing bad job with perceiving is as bad game design as forgetting to make perfect rational balance.
    [/quote]

    Players will always gravitate to the thing that earns them the most no matter how boring it is. Therefore, if the quickest way to earn cbills is to charge straight for the enemy with a TAG and an AC2 and die, then that's what the players will do. The trick in game design is to make the most fun method of victory also the most rewarding.

    I suppose that's my core gripe with the game. Earning cbills is a slog; it isn't fun at all. Risking yourself for the victory can be very fun... but often earns you next to nothing. R&R exacerbated this problem because it discouraged risk-taking.
     
  15. Kamiko K

    Kamiko K New Member

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    For me, it's the blobs. I utterly DESPISE the blobs.
    ALL your team, sat in exactly one square who simply will not move no matter what happens. They then get surrounded and eliminated from 3 directions and usually 2 elevations at the same time.
    I'd say 90% + of my losses come from blobs.

    The worst thing is, there are people who actually advocate doing it! They say you live longer, you can focus your fire etc. They must be getting more than their fair share of luck then...
    TOSH!!

    It might be my bad luck, but the vast overwhelming majority of blobs I see fail due to being flanked. But the sad thing is, I see the same names again and again and again doing it.....It's making the gameplay toxic for me at the minute.
     
  16. TheDevilsIncarnate

    TheDevilsIncarnate Advanced Member

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    Teammates running into a brawl as I'm firing my auto cannons in it while they are cored in the torso and run in front of the enemy I am shooting and make me lose c-bills because they are idiots.
    UGH!!!!
     
  17. dog_funtom

    dog_funtom Well-Known Member

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    I love AC's too, but I'm able to stop shooting when I see that some teammates engaging to close and personal brawl. Don't see any issue here, mechs are not so fast that you cannot react quick enough to it. Close brawl is very valuable technique, so I don't think it's wise to react to it such way or expect that teammates will not brawl just because you don't want to stop your dakka.
     
  18. TheDevilsIncarnate

    TheDevilsIncarnate Advanced Member

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    Ok I see what you are saying but what I am saying is that you DO NOT ever run in front of a highlander with two UACs who is dakka dakkaing into the enemy team and then run in front of his line of fire while you are cored and red and die to one stray auto cannon fire. Not to mention it's harder to keep track of teammates when you are zoomed in with adv. zoom.
     
  19. SAI Peregrinus

    SAI Peregrinus Advanced Member

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    There's a difference between staying together and staying in a blob. People don't understand the difference.

    A blob will be a random mix of mechs.
    A proper formation might have the heavies in the middle, assaults shielding the heavies, mediums flanking, and lights scouting/harassing the enemy. It keeps the high-DPS firepower safe, allows the mobile mechs to use that mobility, allows the group to focus fire, and makes it hard for incoming fire to be effective since the assaults can take a good amount of the damage.

    The second is really, really hard to implement without voice comms, but easy to do with them.
     
  20. Regina Redshift

    Regina Redshift Sass Elemental

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    It doesn't happen to me that often, but I have had times where an friendly has jumped in front of my guns in order to get the kill. I do my best to stop/pull the shot if a friendly is in the way but once the bullet is out, it's the responsibility of those downrange to stay out of the way.

    I've also had an embarrassing number of (otherwise) good players walk into my laser beams. I can't tell you how happy it makes me to have my high-heat alpha cut short by an unobservant friendly.
     
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