Author Topic: [MWLL Team] So I have to ask  (Read 3914 times)

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Offline CHHš Deathshade

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Re: [MWLL Team] So I have to ask
« Reply #30 on: November 02, 2011, 01:27:53 AM »
All things considered it should have no major effect on us, other than increase MW popularity in general. I'm glad to see another MW title out there, but at the moment they will be facing all the same challenges and many of the same goals as ones that have been completed by MWLL for well over a year. I wish them the best of luck and I'm sure they will put out a solid Mech combat game, but their scope is quite different from our game.

Also, I do have to say at this point, how exactly are we even still beta now? The only reason we use "beta" at this point is because its a reflection of what we internally would like to complete with the mod. In terms of content, features, and community usability we are ahead of most mods and many commercial releases. I think the only thing we really don't have the resources for is a solid online platform for keeping stats and clans.

I'd like to hear what our community at this point still considers "beta" about the mod and what they see MWO doing better than us by their release? This is not a challenge, but an honest question so that we can self evaluate.

With MWO starting out with only three mechs, I think they would still have a long way to go to compare with MWLL. I would think that they aren't out there to even outshine MWLL when they probably have already been greatly influenced by the mod. What I foresee is this project bringing more attention to mod and giving fans more options. MWLL may even have helped the direction they took with them being F2P. They still have to catchup to what MWLL has already achieved and by then the mod will have advanced even more. I stated as much on their forums and said "See you at the finish line."

As far as a solid online community for keeping stats, we have a beta of that now and it hasn't grown too much because the whole community isn't using it. FCL, MWBU and the community projects maybe a little ghetto as ratbuddy put it but they are there when the community is ready to start using them to get organized play going. What we need now is people to help grow the league community and that is slowly growing.

IMO, MWLL will always be here because the mod gives people the option to help build the dream that most of have for a good MW game. As long as you got people working, you will always have a place to play MW.
« Last Edit: November 02, 2011, 01:35:03 AM by CHHš Deathshade »



Offline CHHš Sturmadler

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Re: [MWLL Team] So I have to ask
« Reply #31 on: November 02, 2011, 03:21:02 AM »
Leagues, MWLL and you:

Leagues are cool.  The MWLL Beta is cool.  Organized play with the MWLL Beta can be cool.

Problem: MWLL is not finished.

Corallary: Organized play will not be consistent or balanced.

Enjoy it for what its worth, try to remember that organized play will be more viable when the game stops changing so drastically from patch to patch.

Offline Defender

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Re: [MWLL Team] So I have to ask
« Reply #32 on: November 02, 2011, 03:59:36 AM »
*shrug*

All I can infer from this is that there will be an exponential boost to the word "Mechwarrior" in Google search which will inadvertently lead people to our site.

Glad to see we've sparked a new fire under the ass of Mechwarrior.
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Offline xInVicTuSx

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Re: [MWLL Team] So I have to ask
« Reply #33 on: November 02, 2011, 04:41:26 AM »
The biggest "beta" that stands out to me is the lack of game modes.

TC has some glaring balance issues and lack of maps.

TSA is more or less a sandbox mode with no rules and is good for plinking at soda and coffee cans as mechs, tanks, BA, and ASF.

SA is... there... its horridly imbalanced (lol UAC20 Assault spam) and is rarely played due to the hard coded 16 player limit.

ToS is there to make organized play easier to set up.

Game mechanics wise with most weapons and assets, yeah the game plays like a boss.... but actual objectives to put the assets to work on? Nah not so much.

LMS I've never seen played myself.

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Re: [MWLL Team] So I have to ask
« Reply #34 on: November 02, 2011, 05:31:26 AM »
LMS I've never seen played myself.
I honestly think LMS is the most refined game mode.  Everyone starts with the same c-bills and dukes it out until there's on guy left.  It's fun, much faster paced than any other game mode, has a clear objective, and lets you join in at any point without feeling left out.  More people should be running it.

I agree with your sentiment that most other game modes need some reworking and retooling.

Offline Wraythe

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Re: [MWLL Team] So I have to ask
« Reply #35 on: November 02, 2011, 05:43:22 AM »
I really appreciate the developer participation in this thread, and am I ecstatic to see that is has not turned into a MWLL vs MWO pissing contest.

Offline thEClaw

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Re: [MWLL Team] So I have to ask
« Reply #36 on: November 02, 2011, 09:20:01 AM »
Also, I do have to say at this point, how exactly are we even still beta now? The only reason we use "beta" at this point is because its a reflection of what we internally would like to complete with the mod. In terms of content, features, and community usability we are ahead of most mods and many commercial releases. I think the only thing we really don't have the resources for is a solid online platform for keeping stats and clans.

I'd like to hear what our community at this point still considers "beta" about the mod and what they see MWO doing better than us by their release? This is not a challenge, but an honest question so that we can self evaluate.
There are so many small issues. At first the player ignores them, because he wants to play Mechwarrior. Later on he ignores them because he is used to them; he may even work around them subconsciously. "Beta" is definitely the word to use for MWLL. Of the top of my head I can only think of some of the more annoying bugs. And some of those I already mentioned. For a complete and terrifying list just visit the bug-section. (Yes, it actually terrifies me because many bugs are so old and persistent that I fear that MWLL might not overcome them. And that's where a commercial product will most likely not fail.)
Read out weapons/vehicle stats (by Hiruma Kai)
Drop Calculator (by Snyp3r)
Edit your weapon-groups outside of MWLL (by me and Az)
Create random drop-lists (by me and, involuntarily, Az)

Offline death_grin

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Re: [MWLL Team] So I have to ask
« Reply #37 on: November 02, 2011, 09:48:59 AM »
The biggest "beta" that stands out to me is the lack of game modes.

TC has some glaring balance issues and lack of maps.

TSA is more or less a sandbox mode with no rules and is good for plinking at soda and coffee cans as mechs, tanks, BA, and ASF.

SA is... there... its horridly imbalanced (lol UAC20 Assault spam) and is rarely played due to the hard coded 16 player limit.

ToS is there to make organized play easier to set up.

Game mechanics wise with most weapons and assets, yeah the game plays like a boss.... but actual objectives to put the assets to work on? Nah not so much.

LMS I've never seen played myself.

MWO has only two game modes announced at this point.  Conquest and some other team DM/verseus mode I cant remember the name of.  Conquest pretty much sounds like TC.  The other team deatjmatch/Solaris Arena.

As for the proposed release date of summer 2012, remember that this is the same studio that developed Duke Nukem Forver.  THE BEST GAME OF ALL TIME!!!! *cough*

Also, people should post some MWLL screen shots in random gaming websites.  With the MWLL watermark made barely visible in the corner, if at all.  Then see what rumors and mayhem we can cause.  :-X

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Offline RDL_Vitos

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Re: [MWLL Team] So I have to ask
« Reply #38 on: November 02, 2011, 09:56:18 AM »
We for you. The main thing to concentrate on correction of errors, balance and new mechs. And maps and new modes of game it is possible to make then. The community can make maps .
From the developer we wait only for new very beautiful maps and optimized, let them will be a little.

And certainly the important role is played by realization for league games(planetary liga)

Offline Toth

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Re: [MWLL Team] So I have to ask
« Reply #39 on: November 02, 2011, 10:01:33 AM »
Also, I do have to say at this point, how exactly are we even still beta now? The only reason we use "beta" at this point is because its a reflection of what we internally would like to complete with the mod. In terms of content, features, and community usability we are ahead of most mods and many commercial releases. I think the only thing we really don't have the resources for is a solid online platform for keeping stats and clans.

I'd like to hear what our community at this point still considers "beta" about the mod and what they see MWO doing better than us by their release? This is not a challenge, but an honest question so that we can self evaluate.
There are so many small issues. At first the player ignores them, because he wants to play Mechwarrior. Later on he ignores them because he is used to them; he may even work around them subconsciously. "Beta" is definitely the word to use for MWLL. Of the top of my head I can only think of some of the more annoying bugs. And some of those I already mentioned. For a complete and terrifying list just visit the bug-section. (Yes, it actually terrifies me because many bugs are so old and persistent that I fear that MWLL might not overcome them. And that's where a commercial product will most likely not fail.)

Fair point, there are a number of bugs in there, but it would be good to hear from the community what the most distracting/game breaking ones are.

Offline Ralux

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Re: [MWLL Team] So I have to ask
« Reply #40 on: November 02, 2011, 10:03:52 AM »
I guess this is the chance for MWLL to become really popular. Once more ppl start searching google for mechwarrior they'll find MWLL and MWO. I'm sure MWLL will outshine MWO in many aspects so ppl will stay with MWLL instead of MWO.

They'll basically do the PR for MWLL. Certainly a good thing :)

Oh and I think MWLL is still a beta, though a very stable one. Any update on the rebuilt mirage? I really love that map but it has that annoying viewdistance bug...

Offline thEClaw

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Re: [MWLL Team] So I have to ask
« Reply #41 on: November 02, 2011, 10:39:17 AM »
Ok, from biggest to smallest. And don't start to cry:
  • horrible collision detection
  • horrible ASF physics
  • view distances in general (limit should lie above 3km to prevent all the ugly mess ups)
  • lack of cockpits, 'Mechlab, effects to visualize damage
  • lag issues, hit-detection problems

Most of that will never get any better, that is the reason why MWO is potentially attractive to me.

Don't get me wrong. I love MWLL and I'll try to stick with it. But as I said: The overall better product will get all of my attention.
Read out weapons/vehicle stats (by Hiruma Kai)
Drop Calculator (by Snyp3r)
Edit your weapon-groups outside of MWLL (by me and Az)
Create random drop-lists (by me and, involuntarily, Az)

Offline davion devil

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Re: [MWLL Team] So I have to ask
« Reply #42 on: November 02, 2011, 10:51:34 AM »
Fair point, there are a number of bugs in there, but it would be good to hear from the community what the most distracting/game breaking ones are.

Lack of planned assets in the game (unfinished puretech as a result)
Floating physics for mechs and asf (nit pick ,you do not notice it with jump jets but when you fall off a cliff you float gently to the ground)
Hit detection ( Personally i think the thor is the one it pops up on the most)
Took the stockings off the thor   :'(
CTD

All of that seemed really small to me tho cause i still love this mod and play it when i can.

Offline Toth

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Re: [MWLL Team] So I have to ask
« Reply #43 on: November 02, 2011, 11:59:53 AM »
Ok, from biggest to smallest. And don't start to cry:
  • horrible collision detection
  • horrible ASF physics
  • view distances in general (limit should lie above 3km to prevent all the ugly mess ups)
  • lack of cockpits, 'Mechlab, effects to visualize damage
  • lag issues, hit-detection problems

Most of that will never get any better, that is the reason why MWO is potentially attractive to me.

Don't get me wrong. I love MWLL and I'll try to stick with it. But as I said: The overall better product will get all of my attention.

I'll respond to these just because its good to be clear on things. I will point out that none of these are really bugs btw :P

Collision detection in what sense? Hits, or mech to mech?  This is a bit vague sorry, but its about as good as you can get (I don't think MWO will do any different), but maybe I'm not understanding you.

I'm also not sure what you mean by horrible ASF physics? Are there bugs at this point? If you play BF3 its quite similar if not better.

Again with view distances that's a performance issue. No game is going to give you this quality and have those sort of view distances. You mean on mechs, objects, or what?

Cockpits are defintely something that we can't hit without about 3 more artists dedicated to it. Just a fact of life, and it will be cool to see how far MWO can take them.

Hit detection is an ongoing thing, but it will never be perfect. It isn't in any game you play, and we opt for the version thats most fair on average for everyone (even if it means that sometimes you don't get your shot). Hopefully with a few more server side code improvements, responsiveness should increase and thus decrease lag.

Offline Toth

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Re: [MWLL Team] So I have to ask
« Reply #44 on: November 02, 2011, 12:03:40 PM »
Fair point, there are a number of bugs in there, but it would be good to hear from the community what the most distracting/game breaking ones are.

Lack of planned assets in the game (unfinished puretech as a result)
Floating physics for mechs and asf (nit pick ,you do not notice it with jump jets but when you fall off a cliff you float gently to the ground)
Hit detection ( Personally i think the thor is the one it pops up on the most)
Took the stockings off the thor   :'(
CTD

All of that seemed really small to me tho cause i still love this mod and play it when i can.

Those are not bugs in particular  :P

However what do you mean floating physics? The Aerospace floating to the ground with no pilot is a known issue, but beyond that? Mechs most certainly do not float to the ground when they fall of cliff, they are in fact given a direct extra impulse to add a feeling of weight to them. This is physically correct.

Is your CTD rate not improved with 0.5.2/0.5.3? We should have put through some major fixes, so it would be good to get feedback.