MechWarrior: Living Legends

Beta Discussion => General Discussion => Topic started by: Ingrater on January 16, 2013, 02:05:12 PM

Title: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ingrater on January 16, 2013, 02:05:12 PM
Discuss the Final 0.7.0 OpenBeta MWLL release here.
Make sure to read: http://www.mechlivinglegends.net/2013-01/mechwarrior-living-legends-final-release-0-7-0/

The full changelog:
Version 0.7.0

New Features:

- Free Reticle
- New Tank Hud
- New Mech Hud
- Three new mech camos
- Camo for tanks and hovercrafts is now partly supported
- The ejection key has to be tapped twice now to trigger the ejection
- Crysis Wars radio messages reworked for MWLL

New Content:

- Added Ares Tank
- Added Solitaire Mech
- Added Chimera Mech
- Added Masakari Mech
- New Map: TC_Altay

Bug Fixes:

- Tag Exploit Fixed
- Fixed crash when shooting at destructible trees with pulse lasers
- Fixed crash in arm animation code
- Fixed reticle showing red on friendly mech legs
- Fixed not getting rewards for narced target getting damage
- Fixed grenades not working before opening map

Sound:

- Heavy sound optimization across the board
- Cut sound channel use for all weapons, impacts
- New weapon/impact sounds- gauss, ppc, high caliber ACs, machine guns

Balance Changes:

Heat
- Maximum heat threshold for mechs, ASF, VTOL reduced from 1000c to 900c;
- Heatsink damage starts at 75% of heat (675c for mechs - orange line, was 750c);
- Armor damage starts at 83% of heat (750c for mechs - red line, was 800c);
- Heat damage to armor increased from 350 to 1400;
- Coolant effectiveness do not depends from number of heatsinks now;
- If asset is powered down it gets heat dissipation increased up to level needed to be immune to almost any flamer  boat;
- Heat dissipation penalties on maximum speed removed;
- Heat from hand brake removed;

Weapon
- SBL, MBL, ERSBL, ERMBL, SPL, MPL, SXPL, CERSBL, CERMBL, CSPL, CHSL heat increased;
- LXPL heat decreased;
- RAC2, RAC5, U\Ac2, U\Ac5, U\Ac10, U\Ac20 heat increased;
- (E\C)LRMs, (S)SRMs heat increased;

UACs
- All UACs use burst fire mode now;
- UAC20 range decreased from 500 to 350m;
- UAC10 range decreased to 600m;
- Damage of UAC2\5 against air targets decreased by 50%;
- Damage of UAC2\5 against hovers decreased by 33%;
- Shots\damage per ton recalculated and in line now;

ACs
- AC20\10 splash and shake increased;
- AC20 damage reduced;
- AC20 range decreased from 500 to 350m;
- AC10 range decreased to 600m;
- Damage of UAC2\5 against air targets decreased by 35%;
- Shots\damage per ton recalculated and in line now;

(S)SRMs
- SRMs rate of fire reduced from 20 to 17;
- SRMs missiles per ton increased from 90 to 96;
- SSRMs rate of fire reduced from 20 to 15;
- SSRMs damage increased;
- SSRMs missiles per ton reduced from 90 to 72 while damage per ton increased by 10%;
- Dual launchers have standard number of missiles per ton now, every mech got 1 free ton for every dual launcher;

RACs
- New tracers for racs;
- Spread reduced;
- RAC2 damage per ton increased;
- Performance impact reduced;
- Damage against air targets decreased by 50%;
- Damage against hovers decreased by 33%;

LBXs
- LBX2\5 damage and spread are in line with LBX10\20 now;
- LBX2 range increased from 1000 to 1200;
- LBX5 range increased from 800 to 900;
- LBX20 spread reduced;
- Damage against air targets decreased by 50%;

(C)Gauss
- Damage increased to 1250;
- Damage against air targets decreased by 50%;

IHGauss
-IHGauss shots per ton increased from 4 to 5;

PPCs
- PPC range reduced from 800 to 700;
- (C)ERPPC range reduced from 960 to 900;

Thunderbolt
- Thunderbolt5-20 ammo per ton increased;

Firebombs
- Damage reduced by 50%;
- Ammo per ton increased from 1 to 3;

ATMs
- Ammo per ton increased from 72 to 108;
- Minimum range reduced to 120m;

LRMs
- CLRM minimum range reduced to 150m;
- ELRM target tracking is in line with LRMs now;

Air weapons
- Air MRMs (now on all air assets) - unguided cheap missiles with big spread;
- eATMs - ATMs with reduced by 50% and 1250m range;

NARC
- NARC range reduced to 500m;
- Clan NARC (cNARC) introduced (700m range);
- Improved NARC introduced (900m range);

TAG
- TAG user gets rewards only for missile hit on target now;
- TAG must be hold on target for 3 sec for beacon to be created;

BA weapons
- Bear AC have 600m range, spread decreased, damage increased;
- Bear AC is the only default BA weapon;
- All weapons except BearAC are dedicated now (will be lost upon entering vehicle except APC);
- SBL range increased to 400;
- Prices reworked;
- BA TAG laser have 700m range now;

Build rules
Epona
- Recalculated to Fusion Engine 215 instead of XL;
- Base armor reduced;
Chevalier
- Recalculated to Fusion Engine 195 instead of XL;
Hovers
- Hull armor factor reduced from 750 to 500;
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on January 16, 2013, 02:12:10 PM
Oh shiii
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xesle on January 16, 2013, 02:13:26 PM
2nd
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: cyofee on January 16, 2013, 02:14:01 PM
Shame :(
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xarg Talasko on January 16, 2013, 02:14:42 PM
Is this the end of an era?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xesle on January 16, 2013, 02:16:07 PM
Oh, I forgot to ask, keep or throw out our old MWLL files before we download?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ingrater on January 16, 2013, 02:17:23 PM
Oh, I forgot to ask, keep or throw out our old MWLL files before we download?

No just use the auto updater. This is a incremental patch for 0.6.1
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =KoS= Finalizer on January 16, 2013, 02:18:49 PM
(http://i.imgur.com/uXiSz.jpg)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xarg Talasko on January 16, 2013, 02:20:10 PM
Well, hopefully this patch is feature complete and bug-free enough to have solid player retention. Either way, it's been a wild ride, and ILU guize. If there are killer bugs, will any hotfixes be coming?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: cyofee on January 16, 2013, 02:21:04 PM
Got a direct link to the .torrent?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xesle on January 16, 2013, 02:21:10 PM
Is all this "The end" stuff some kind of dev inside joke?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ingrater on January 16, 2013, 02:22:23 PM
Is all this "The end" stuff some kind of dev inside joke?

No. This is dead serious.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =KoS= Finalizer on January 16, 2013, 02:22:35 PM
Is all this "The end" stuff some kind of dev inside joke?

Nope cap'n. Development is pretty much finished, barring some minor hotfix type stuff.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xarg Talasko on January 16, 2013, 02:25:25 PM
Is all this "The end" stuff some kind of dev inside joke?

Nope cap'n. Development is pretty much finished, barring some minor hotfix type stuff.

<3
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ~SJ~ Blhurr on January 16, 2013, 02:25:55 PM
Final. It's all final!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SJ SaKhan Wolf on January 16, 2013, 02:26:34 PM
Please keep the discussion on topic. If you wish to discuss something other than the release start a new thread. OT posts will be pruned off and made into new threads. Thanks!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: DFDelta on January 16, 2013, 02:27:09 PM
Neat. Too bad I have to spend 4 more hours at work.  :'(
Going to download and kick some butt as soon as I'm home.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Mattk50 on January 16, 2013, 02:27:57 PM
Well fapp me.

Is Piranha Games guilty?



Also i shouldnt have to say that its an incredibly bad idea to make a ton of complete overhauls in the mechanics of the game for the "final version".
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ch3m1kal on January 16, 2013, 02:28:04 PM
This is the only valid reaction.

(http://img839.imageshack.us/img839/9308/b62.gif) (http://imageshack.us/photo/my-images/839/b62.gif/)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: BuRNeR on January 16, 2013, 02:29:57 PM
really sad, but lets celebrate this mod as long as possible.
now i got another reason to ignore another game with this franchise.

thank you devs for your great work, you will allways have a part in my heart, because you brought me so much fun.

MWLL is dead, long lives MWLL
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on January 16, 2013, 02:30:17 PM
Well it's out in the open now, no doubt a fair few of us already knew.

I guess all i can say is, you lot are super bloody marvellous and for once defenders ego is justified (you lovely irrational boy you). A hearty congratulations to you all for essentially making pretty much one of the greatest mods, if not games I have ever played.

With any luck you could all get employed in the industry if you so choose as the merits of this mod speak for itself.


On the subject of why you're having to stop, I can only say it speaks volumes about your ability and is a sorry reflection of the games industry in general when a truly free to play (outside of the purchase of wars ofc) mod project has to be snuffed simply because the title that's going to have 90000% the player base through actually being funded cant risk the 1% of players that'd pick mwll over their schlock fest, but hey the spice must flow.

Peas and fried rice, long legs and hot sauce.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Terragent on January 16, 2013, 02:32:16 PM
Well, it's a real shame to see this. I intend to have as much fun as humanly possible with the new content in celebration of the best mech game it's ever been my privilege to play. See you guys round on the servers, yo.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xarg Talasko on January 16, 2013, 02:35:50 PM
Bill get on ts so we can play, funbocks is updated.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: cyofee on January 16, 2013, 02:37:24 PM
(http://i.imgur.com/uXiSz.jpg)
If only it was the end of Ron Paul.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Mech Daddy on January 16, 2013, 02:39:41 PM
Piranha strikes again!

EVERYONE MIGRATE TO MWO WHILE YOU CAN! ENJOY OUR NETCODE AND GRIND, OH AND DONT FORGET TO GRAB THE NEW HERO MECH ONLY FOR 15 DOLLARS!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xarg Talasko on January 16, 2013, 02:40:59 PM
You forgot the in-cockpit christmas lights that are apparently more expensive than irl ones.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Spooky on January 16, 2013, 02:45:11 PM
Oh mah gosh!



A'ight, everyone get into the game, now, GO! ;)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ELH_Vivicector on January 16, 2013, 02:45:29 PM
So good to see all those new features. And so bad, that it all ends... Never liked MWO, now got one more reason to hate Piranhas.

Devs, you are the best, that happened to the game industry in the last 10 years (at the very least)!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: LeopardEnthusiast on January 16, 2013, 02:46:34 PM
Well damn.

The patch is nice, shame it's the last one.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: blasto on January 16, 2013, 02:48:21 PM
First of all, to the developers of MWLL, I love you.

Second, since it appears that the big pockets may have won out over the true heroes of the Mechwarrior/Battletech franchise,  Wandering Samurai, I may refuse to play that other "Mechwarrior Game" out of pure spite.

How dare they.  Where would they be without you?

I hope every one of the people involved with this fine GAME (read: not just a mod) have all of their dreams fulfilled and may you all wake up one day with food in your cupboards, cash in your pockets, and a loved one on your arm.  You deserve it.

For what it's worth, as long as there are people in the MWLL servers, I will be there.  I mean it.  I'll be there until the day when it's just myself and one other diehard fanboy weirdo plugging the crap out of each other in a lonely Solaris Arena.

Mechwarrior Living Legends for life
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Taltos on January 16, 2013, 02:48:51 PM
Seriously mixed emotions here. Such a great patch, such a great mod. I'm super sad to see it all go. :'(

Piranha, I'm seriously disappointed about you killing a mod which was in no way a threat to your franchise!  >:(

In any case, I'll enjoy playing mwll as long as it lasts!

Q: what about servers, forum, etc.? Is there any critical infrastructure that will go down in connection with this? I.e. will we be able to continue playing for the foreseeable future?

Devs, thank you for everything!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: MerfMerf on January 16, 2013, 02:49:10 PM
If you are going to break it and find critical bugs... do it really really quick please =)

/Merf - ¿?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Mattk50 on January 16, 2013, 02:49:31 PM
I'd much prefer a vitriolic rant of hatred and mockery directed at piranha and their shitty pile of a mechwarrior game than this diplomatic and evasive post that might as well be describing the finer points of asswiping.

When the MWO devs are so utterly incapable of making a decent mechwarrior game that they need to take down a free fapping mod with them, what does that say about their ability. Now i cant even enjoy the new fapping patch. fapp.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xarg Talasko on January 16, 2013, 02:50:11 PM
I'll be there until the day when it's just myself and one other diehard fanboy weirdo plugging the crap out of each other in a lonely Solaris Arena.

You have my axe.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Seraph on January 16, 2013, 02:50:20 PM
For what it's worth, as long as there are people in the MWLL servers, I will be there.  I mean it.  I'll be there until the day when it's just myself and one other diehard fanboy weirdo plugging the crap out of each other in a lonely Solaris Arena.

Mechwarrior Living Legends for life

Amen to that :)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: NSallaNuto on January 16, 2013, 02:51:07 PM
MWLL devs, thanks for everything.

In doing comparisons it is obvious where real passion is.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ingrater on January 16, 2013, 02:51:25 PM
Q: what about servers, forum, etc.? Is there any critical infrastructure that will go down in connection with this? I.e. will we be able to continue playing for the foreseeable future?

The player facing infrastructure will stay online for a while. But everything connected to developement will go down. So no change for you, just a change for us (developers).
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Gouty on January 16, 2013, 02:51:36 PM
Quote from: Forum Pixies
Warning - while you were typing 16 new replies have been posted. You may wish to review your post.
I am not reading them yet

Is it bad that I read the patch notes before the main body of text?

So, verily, I was elated, but then I proceeded to have the sad.

It would seem that for once, unfortunately, the gossip holds truth.  A shame that it had to end like this, and I cannot imagine how frustrating it must be to have partial features in a labour of love work in progress that you are not allowed to complete.

Still, it was a hell of a ride!  Granted one that I only joined half way through.  But I am extremely grateful nonetheless.  Thanks for all the hard work and effort.  Thanks for creating and involving the community, through which I have found tremendous chuckles and many a true bro. So, just, thanks.

I wish all the devs the best of luck in their future projects and lives (keep us updated you buggers)

Still, some might say it is better to go out with a bang than pitter out.  Not me though, I would never say that
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: LeopardEnthusiast on January 16, 2013, 02:52:38 PM
For what it's worth, as long as there are people in the MWLL servers, I will be there.  I mean it.  I'll be there until the day when it's just myself and one other diehard fanboy weirdo plugging the crap out of each other in a lonely Solaris Arena.

Mechwarrior Living Legends for life
Agreed.  The day I stop playing MWLL is the day that the last other player did.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Taltos on January 16, 2013, 02:52:46 PM
question: should the 3-letter franchise of a certain piscine game company get shut down due to lack of success/money-printing ability (what's the average lifetime of a MMO* nowadays?), would this mean that the vague "legal obligations" would disappear, and work on mwll could continue?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Taltos on January 16, 2013, 02:53:48 PM
Q: what about servers, forum, etc.? Is there any critical infrastructure that will go down in connection with this? I.e. will we be able to continue playing for the foreseeable future?

The player facing infrastructure will stay online for a while. But everything connected to developement will go down. So no change for you, just a change for us (developers).
thanks. :-)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: blasto on January 16, 2013, 03:00:25 PM
question: should the 3-letter franchise of a certain piscine game company get shut down due to lack of success/money-printing ability (what's the average lifetime of a MMO* nowadays?), would this mean that the vague "legal obligations" would disappear, and work on mwll could continue?

This is my wish beyond all wishes.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =KoS= Eldragon on January 16, 2013, 03:00:56 PM
Well crap. I was looking forward to .7 for a long time. Now I'm just sad.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =KoS= Saber15 on January 16, 2013, 03:05:38 PM
Working with the Wandering Samurai team has been some of the most fun I've had in a long time.








And now I can publicly justify the true reason for my hatred of that other robot game.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Vlaad on January 16, 2013, 03:06:01 PM
I speak for myself as well as for few other developers that we are sorry to bring you only this much. I feel sorry for all the stuff in the pipeline. Everything that was in development behind the curtains will be revealed that information will not die.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Taltos on January 16, 2013, 03:08:32 PM
I speak for myself as well as for few other developers that we are sorry to bring you only this much. I feel sorry for all the stuff in the pipeline. Everything that was in development behind the curtains will be revealed that information will not die.
I think I can speak for the majority of the player base if I say we are grateful for all that you managed to bring us, regardless of whatever failed to make it into 0.7!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ch3m1kal on January 16, 2013, 03:11:20 PM
Wait i had missed the front page stuff.

Dafuq?! Srsly?
I hve such an urge to go troll the crap out of the mwo forums right now. I'm regretting giving the bastards my money even more.

I'd thank you guys for all the fish, but i though i should probably give you mine.
(http://i.imgur.com/S5SKDl.jpg)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: scylos on January 16, 2013, 03:14:10 PM
Very sad. Very pissed off.

I'd rather play MW2 online than MWO.

Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Raptor }12VR{ on January 16, 2013, 03:16:17 PM
Don't know what to say... but thank you for the hard work and years of entertainment provided to us and will continue to provide.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: CapperDeluxe on January 16, 2013, 03:17:11 PM
Its been a good run guys! See you all online tonight after work!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Avatar on January 16, 2013, 03:19:55 PM
I'm sad, really.

Anyway, I'd like to thank to the devs for bringing us this truly awesome game. I don't think I'll be able to express my gratitude enough, because through the 1.5 years I've been playing, I realized that this is THE MechWarrior game for me. And it was brought to me by a bunch of awesome guys sacrificing their free time that the could've spent otherwise, for no financial gain and with the only goal of providing the greatest MechWarrior/Battletech experience for the fans.

As for the community, I hope it'll stay here for a while. I've never been an active member, cause I haven't been here for long and I'm only an average pubber, but through this forum and pub matches played together I've got to know some great guys.

I hope the servers will be filled again at least for a while and Operation Viper 2 will be a blast. Also I have high hopes that that horrible abomination called (three letter title, everyone knows what I'm talking about) will suffer a horrible death by financial drought and evaporating player base. Its devs would deserve it.

Yours,

[IPA] Avatar


I'll be there until the day when it's just myself and one other diehard fanboy weirdo plugging the crap out of each other in a lonely Solaris Arena.

You have my axe.

Also this.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: NSallaNuto on January 16, 2013, 03:22:23 PM
Question, are you allowed to add content not related to the IP? maps and game modes for example. The game is already way good.

Small fixes of course :)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: TrollerLover on January 16, 2013, 03:46:07 PM
First of all, thank you devs for making this great game!!!

I've enjoyed countless of hours playing it and it has brought so much joy (and sometimes even frustration :)) to my life.

Secondly, I think I speak for many players when I say that we had a ball. This was just the best mech experience I ever had. Thank you for reviving the franchise when no new mech games were in sight.

Lastly, I hope people will still keep playing the game for a long time, and that the devs can still release some hotfixes if critical bugs occurr.

Thanks one more time. All of you.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Masakari on January 16, 2013, 03:46:18 PM
Shits going down

http://mwomercs.com/forums/topic/91411-in-preparation-of-news-to-hit/

Quote from: Kunae from MWO forums
meh...
<shrug>
Was never interested in that CoD-esque Crysis mod anyways.

lol...

It has really been a pleasure putting working on this mod for everyone. I believe we truly have made the best mechwarrior game out there, just so unfortunate that some of things we have been working on wont come to fruition. See you on the battlefield!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: MerfMerf on January 16, 2013, 03:47:12 PM
Question, are you allowed to add content not related to the IP? maps and game modes for example. The game is already way good.

Maps can always be added. Community maps for instance is proof of this.

/Merf - Mappitymap
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: :( on January 16, 2013, 03:52:11 PM
It will be a long time until this game will be "dead."  Look at Tribes 2.  It's been over a decade and people are still playing it.  The development has ended, but it is up to the community to keep MWLL going.

Personally, it's a very bittersweet moment to see .7 come out.  After year of playing the game for many years, it's the first patch I put a lot of work into.  It's also the biggest and most needed game play changes to the mod in a long time.  The team put in a lot of effort in the last 2 months to get this thing out, there is a LOT of credit to go around. 
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ivaan on January 16, 2013, 03:54:22 PM
Don't know what to say.

I also would like to thank you Devs, all of you, for the amazing work you have done! For free, in you free time. You are the Greatest. I mean it.
I've been here for a while, and I'm going to play this GAME (the word "mod" does not describe the quality), as long as possible. To the last mechwarrior who still plays, as others have said already.

I have no words to describe what I feel about that other "mech" thing, the pile of wreck, which dares to call itself a "game", and shall not be named here. So far I did not care about it. Tried once, never logged in again, no big deal.
But now? I will be watching, when it dies and I hope they will bury it deep enough to be forgotten forever.

Back to MWLL:
Many thanks again! I happy that you could release 0.7. I'm said that there will be no more updates. I wish you guys good luck!
Again, I'm sure the community will play and keep MWLL alive for a long time, so it's not the end!
MWLL forever!

Sincerely Yours,
Ivaan

Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ghogiel on January 16, 2013, 03:57:51 PM
I'm going to play and find bugs!

Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: TrollerLover on January 16, 2013, 04:00:55 PM
I'm going to play and find bugs!



Sounds like a good idea
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: cyofee on January 16, 2013, 04:01:59 PM
So is there a .torrent?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: (TLL)KitLightning on January 16, 2013, 04:12:36 PM
So is there a .torrent?

http://www.mwlldownload.com/download/MWLL-OpenBeta-Patch-0.7.0.torrent
http://www.mwlldownload.com/download/MWLL-OpenBeta-Patch-0.7.0.zip
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Coffey on January 16, 2013, 04:14:28 PM
This is the end... the end game beings now and sadly... too early.
 We will take care of your work and accomplishment to our very best entertainment and with loyalty. The legends shall live on forever! We are mechwarriors!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Thalamus on January 16, 2013, 04:28:29 PM
MW:LL has been the one game in the Battletech universe that encouraged tactics and teamplay in hourlong fights. It was the one game where 'Mechs, infantry, artillery, tanks, aeros and hovercraft would come together to depict a battle as it was supposed to be in the lore. Its end marks the end of an era. I admit that I have been inactive here for a very long time and that I gladly took the full servers that MWO provided - but it was never the same, or even a comparable experience. MW:LL has during its whole development ever been the better of the two: the only one to provide hourlong fights with strategy over time, the only one enabling the coordination of all kinds of units, the only one where you got a glimpse of what 'Mech-games might have to other. With its development, these phenomena cease as well.


As soon as I can I'll reinstall Crysis Wars and try to get back on the servers. This is really saddening.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 04:33:41 PM
Well.. First off THANKS FOR EVERYTHING DEVS!

MWLL was a landmark in terms of the MW/BT franchise.  It gathered all the separate cool pieces of the battlefield and put them all together on a gorgeous engine.  I sincerely say that it's been the BEST mechwarrior online experience to date (and probably for a long long while). 

It also introduced me to a great community!  Sure we've had our ups and downs, old regulars leaving, drama filled discussion/schisms, but in the end I think we can all say the mod was fantastic and those of us that were able to put together org and semi org events got to see what the devs intended for their pipe dream.

Patch looks great, but then you guys only put out quality stuff ;)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xesle on January 16, 2013, 04:35:14 PM
Impressions from my first game and a half:

The first map I played, Altay I think (the one with the VTOL base on the island) is loads of fun.  My only gripe is that such a large open map doesn't have aerospace as well.  The second map I played, Taiga, I disliked.  The enemy team got 2/3 of the middle bases first, and there was nothing my team could (or perhaps was willing to do) in order to dislodge them despite my softening the base up with longtom and trying to coordinate through chat.  I've a bad feeling that stretch of road with the power lines on one side and the mountain on the other is going to be the new Thunder Rift bridge.

I liked the new variants, but alot of them feel much too expensive.  My beloved PPC Osiris has been a starting asset for as long as I've been playing this mod before today, so why make it more expensive?  Do those two machineguns cost that much? 

I wanted to start in a Sulla on Taiga, but I was very disappointed when I discovered that THERE ARE ZERO AEROSPACE ASSETS IN THE STARTING RANK BRACKET.  Further more, another favorite variant of mine, the Tbolt Sulla is no longer.  I later on came back with more money and got into the Gauss/UAC5 Visigoth and was disappointed even more when I realized that I was unable to purchase ammunition with the old hud which is still in use with ASF. 

I'll refrain from commenting too much on the new 'mech HUD until I have a chance to get used to it, but I will say that the performace difference between the old and new was incredible.  I don't think my old laptop would've had any chance at running Altay with the old HUD.

I heard folks mentioning other various bugs ingame as well, notably that the Thanatos D apparently does not spawn when bought, so the player completely loses his money.

Lastly, those giant turrets on Altay should totally be usable by BA assets.


Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Buff Skeleton on January 16, 2013, 04:37:09 PM
Horrible news. I haven't played MWLL since late August because I got kind of fed up with it, so I was interested to see the patch finally drop and maybe get back into it... but I never expected it to be the LAST one.

I played this mod for well over a year and a half and had tons of fun with it, maybe even TOO MUCH fun, heh. I'm appalled at the level of greed involved on part of the dickheads who shut down a free mod for an old game which had a tiny fraction of the total Mechwarrior gaming population playing it (and not even exclusively!).

Thanks for all the hard work, devs, and good luck in your future careers.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ghogiel on January 16, 2013, 04:41:03 PM

Lastly, those giant turrets on Altay should totally be usable by BA assets.
That would be totally sick
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 04:44:03 PM

Lastly, those giant turrets on Altay should totally be usable by BA assets.
That would be totally sick


BA should NOT be mounting turtles. Just say NO to Turtle AIDS
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ch3m1kal on January 16, 2013, 04:48:27 PM
Oh i just noticed.

- eATMs - ATMs with reduced by 50% and 1250m range;

50% reduced what? Damage/ammo/ducks?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Cik on January 16, 2013, 04:57:52 PM
i actually feel vengeful here's hoping a pestilence hits piranha and a rain of frogs descends for the next one thousand years; may all go to ruin for them. i guess i'll say 'how dare they' those fapping cunts. showing true colors once more. i am actually fapping angry.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xesle on January 16, 2013, 04:58:42 PM
I normally come straight to the forums and do not bother checking the main page, and I guess I was too caught up in my excitement for it to click when this thread was first posted, so I only now read the news.

Why is MW:LL getting the axe?  Do the idiots over at MWO feel that this mod is threatening their potential success or something?  MWO is doing badly enough on its own, their removal of the "players online" counter on their homepage is evidence enough of that.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Odin on January 16, 2013, 05:03:01 PM
I cant thank the devs enough for the endless enjoyment I have gotten from your creation. Rarely does a bunch of pixels turn into something other than a way to waste some time. But the world you have brought back to life far exceeds any other MechWarrior game I have ever played (especially that horrible turn of a game mwo). So thank you so much again.

MWLL for life
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: blasto on January 16, 2013, 05:08:05 PM
I normally come straight to the forums and do not bother checking the main page, and I guess I was too caught up in my excitement for it to click when this thread was first posted, so I only now read the news.

Why is MW:LL getting the axe?  Do the idiots over at MWO feel that this mod is threatening their potential success or something?  MWO is doing badly enough on its own, their removal of the "players online" counter on their homepage is evidence enough of that.

I'd have to say you nailed it, Xesle.  I made my first and last post on the MWO forums earlier in the thread that Masakari linked here:

http://mwomercs.com/forums/topic/91411-in-preparation-of-news-to-hit/ (http://mwomercs.com/forums/topic/91411-in-preparation-of-news-to-hit/)

But, of course it has subsequently been locked and removed from the forums (though the link still seems to work.)
Mine is the post on page 3.  My name was Grigson.  I can think of no other reason for IGP/PGI to perpetrate this act than fear of competition and exposure to their own failures.

To hell with PGI.  LOSER company.  Shitty game. 

They should have stuck to their stupid little fishing games.

What a bunch of cowards.

Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Mech Daddy on January 16, 2013, 05:09:13 PM
I normally come straight to the forums and do not bother checking the main page, and I guess I was too caught up in my excitement for it to click when this thread was first posted, so I only now read the news.

Why is MW:LL getting the axe?  Do the idiots over at MWO feel that this mod is threatening their potential success or something?  MWO is doing badly enough on its own, their removal of the "players online" counter on their homepage is evidence enough of that.

PGI saw that a non-profit mod was better than their cashcow "f2p" game, so they shut everything down.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xesle on January 16, 2013, 05:09:48 PM
Even amongst all this bullshit, Vass never fails to make me laugh.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ressk [CSF] on January 16, 2013, 05:10:47 PM
oh boy, its time for manly tears...............

goddamnit legal issues! RAGE AGAINST THE HEAVENS!

i am so le sad. This mod has given me great experience, and is the #1 representation of the mechwarrior franchise in my mind. I doubt anything, even games outside its genre, can compare to the amount of effort and love put into this mod. You devs are the best ever, all of the devs over the 6 years of heavy metal destruction! this patch makes me happy and kills me deep down.

CSF will fight on into the future on this lovely, lovely game.


EDIT: devs, give yourselves 9001 +karma, on the house. you've earned it.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: cyofee on January 16, 2013, 05:26:50 PM
So is there a .torrent?

http://www.mwlldownload.com/download/MWLL-OpenBeta-Patch-0.7.0.torrent
http://www.mwlldownload.com/download/MWLL-OpenBeta-Patch-0.7.0.zip
Thanks, seeding from my servers.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: RDL_Vitos on January 16, 2013, 05:28:36 PM
My some screenshots from the new map Altay. : )
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ELH_MrGray on January 16, 2013, 05:29:51 PM
It was so hard to work on this patch...you know...last patch. "Give me one more day please, i have to put this and that, PLEASE".

Pretty hard to find words. It was my game for last 3 years, i got a chance to work on it and improve it. Thank you Twinkle for my recommendation, thank you Neros for applying me as alpha tester, thank you Vlaad for applying me as dev and balance guy. It was great honor.

This patch accumulates game experience of a lot of players for last 3 years and i hope that me and Invictus did not screw up anything because we have no chance to fix anything...God damn it. I hope you will enjoy 0.7.0 and this patch will be a new breath for game itself because of all that new changes. Long live MWLL.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KingLeerUK on January 16, 2013, 05:29:59 PM
Thank you to everyone for your support and participation over the years.  It has been one amazing ride.


I regret not being available for the last 1/4 mile of the journey, but some things are unavoidable (as we are all finding out).


I will be writing up retrospective in the coming days with a more thorough accounting and to give the proper thanks to those that well and truly deserve it.


This is Leer, signing off.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: lordgrog on January 16, 2013, 05:35:40 PM
Well... fapp.


Thank you devs.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: S7alker117 on January 16, 2013, 05:42:44 PM
This is sad indeed. MWLL had become one of the landmarks of the current BT scene, and it's sad to see it shut its doors when there was so much yet to do.

But has many have already said, it was a fun and incredible ride.
Thank you so much for the chance of working with you guys and the greatest of lucks in all of the future endeavours you'll undoubtly work in.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Askis on January 16, 2013, 05:45:44 PM
Well, I was afraid this would happen ever since MWO or rather MW:3050 was teased, but it's still sad to see development on this mod get shut down like this...

I've been around since before the first release and gotten tons of fun out of MWLL, even though I never participated in Clan play and while I haven't played much in 0.6.x, I'll be sure to keep it installed for quite a while, hopefully the player base will keep playing for some time.

I wish only the best for the MWLL dev team and I hope you guys at least stay around to enjoy MWLL as we players have for a long time now ;)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ACE FIGHTER on January 16, 2013, 05:46:03 PM
What...!? The end of development? What!? I'm in nightmare now? :'(
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bloodycrow on January 16, 2013, 05:46:40 PM
I'm so upset over this. I'm so freaking upset I can't even read the patch notes. I cannot enjoy the hard work that was done to bring this to us.

I'm shocked. I'm stunned. I can't believe it. I'm sad and I'm angry and most of all I'm hurt.

All I can say is thank you. Thank you guys for working so hard, for making this entire MechWarrior/Battletech experience.

I just wish I could enjoy it.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Meldaran on January 16, 2013, 05:52:58 PM
I have had a tremendous time playing MWLL on and off the past 3 years and wish it hadn't ended this way, even though I kinda expected it to happen. :(

I wish the MWLL team all the best for the future. You guys did an absolutely fabulous job.

Mel.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 06:00:27 PM
Such a shame to read the bad news. Looking forwards to trying out the latest patch. KingLeer, will you be expanding upon precisely who pushed for the shutdown of development? Will you comment on the alleged related emails? Not expecting an answer but these are questions on my mind
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Kelmola on January 16, 2013, 06:01:08 PM
Dear PGI,

would you please kindly consume some manure and consider cessation of living, you who harbour carnal desires towards your female parent.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: HuNTeR_ on January 16, 2013, 06:04:12 PM
Still sitting in work, waiting for end to go home and download latest and last patch is very bittersweet.

I fell in love with mechs since I saw MW2 some 18 years ago in gaming magazine, few years after that I finally had my own PC to play it and when MW3 came, it was amazing. I played and finished mw3 atleast 5 times, mechcommander 1 atleast 8 times. After that came MW4, well many hours spent playing it. After that nothing really major came until I found MWLL, which turned to be THE mechie thing I was waiting for so long.  Even with the quirks and bugs of mod, MWLL is still the best mech simulator I ever played.

So thank you for this dream coming true in this unique form.   


PS: Well, work is over, see you at servers tonight !
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ShotgunSpiff on January 16, 2013, 06:13:27 PM
MWLL Devs THANK YOU for everything you brought us.  From 0.1.0 to 0.7.0 and everything in between.  Nothing but excellence through patience.  8)

I was put off with MWO being an MMO-type game, now I'm glad I never even bothered to try it for 5 minutes.  I never will.  If I ever do manage to finally drop XP32 and DDR2 800 memory, I hope there will still be at least 1 MWLL server running so I can experience this game in all its shiny, full screen glory.  Until then, I will keep playing through the FPS drops and allocated memory CTDs with what player base we still have left.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =CJW= Zweistein000 (W) on January 16, 2013, 06:15:52 PM
Finally I can let this stone form my hearth. I've heard about this* some time ago, but I decided to not release this information to the public.
Now my word will speak true. I hate everything MW:O related for this single reason and i MUST recommend that none of you join or sell information about any part of MW:LL to Pirana games. LET THEM KNOW THAT YOU HAVE NO INTENTION OF LYING DOWN and that by killing MW:LL they have done nothing to improve themselves. Additionally I summon you loyal fans, to uninstall MW:O, request all refunds where possible and join me in a silent protest. But I must ask you to not write hate posts/mails to MW:O as this will not hurt them as much as losing their player base and it will gain you nothing. I am very sorry to hear this, but I feel this is not the end. Ty for all your hard work and dedication, but I will not say goodbye.



* Me hearing this prematurely is actually a funny story. My dad overheard it some where on teamspeak and told me. At first I didn't believe it, but when I heard it too, the news sunk in and depression ensued.

See you under my reticle.

Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: scylos on January 16, 2013, 06:19:13 PM
Basically, not touching that other game with a bargepole. Never, ever, and I hope it dies a horrible premature death.

Not for the act itself, but for being complete arseholes about it.

Locking threads, deleting them, you catch my drift.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: MadDragon on January 16, 2013, 06:19:32 PM
It is such a shame. I was always following the development of MWLL ever since 0.1 was released and with every new patch I tought that it won't be the best Mechwarrior mod but the best Mechwarrior game in existence. I really wished the community would grow bigger but it looks like for most people it is still too hard to install/play.
So I would like to thank all the developers for creating this mod and going through all the mess(the crysis engine mainly) and over come it.

As for MWO: I haven't played it for 1-2 months now and unless they came out with some breakthrough developments I won't be. It was very unplayable for me, and the gameplay was lacking.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 06:20:35 PM
What's ironic is that I think most players left/asked for refund because MWO was a unfinished game lacking true direction other than being an instant action style match maker.  Which had NOTHING to do with MWLL :p
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 06:24:58 PM
This was always on the cards SquareSphere. Ever since PGI hired some folks involved here and gained a clear understanding of where MWLL wanted to go, planetary capture game mode, mobile field bases and all those other things listed, it became just a matter of time. 
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: merciless on January 16, 2013, 06:26:09 PM
  :D      :'( :'( :'( :'(     Thank you Devs
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: I_Like_Robots on January 16, 2013, 06:35:12 PM
This was always on the cards SquareSphere. Ever since PGI hired some folks involved here and gained a clear understanding of where MWLL wanted to go, planetary capture game mode, mobile field bases and all those other things listed, it became just a matter of time.


As far as I know they only hired FlyingDebris which is a good thing because god knows where they'd be without him. They can't hold their own netcode together, imagine where they'd be without his designs. FlyingDebris defined their aesthetic. They can't even define their game.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Defender on January 16, 2013, 06:38:21 PM
I'd like to do a Post-Mortem after all is said an done but I think the letter I wrote on the main page puts things into perspective quite well.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =CJW= Bin Fish on January 16, 2013, 06:39:39 PM
Well shit son. I done feel like somebody BBQ'd ma doggy.

Thanks for the ride guys. It's been a pleasure for the most part. Had some bad bits along the way but only in moderation.

Hope you all go on to bigger and better things, if that's ever possible.

Peace!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 06:40:46 PM
This was always on the cards SquareSphere. Ever since PGI hired some folks involved here and gained a clear understanding of where MWLL wanted to go, planetary capture game mode, mobile field bases and all those other things listed, it became just a matter of time.


As far as I know they only hired FlyingDebris which is a good thing because god knows where they'd be without him. They can't hold their own netcode together, imagine where they'd be without his designs. FlyingDebris defined their aesthetic. They can't even define their game.

Yeah, as far as I know FD is the only person that work on MWLL that is involved with MWO (and it's the only reason why I didn't ask for a refund. I'd had zero problems putting money in to FD's pockets)

This is what I posted in another thread about the whole situation.

Quote
Honestly, IGP/PGI/Smith & Tinker has known of MWLL BEFORE they even came into being. If it was their intention of shut down MWLL, I question the timing more than anything. I won't argue it's completely in their rights as paid rights holder to C&D non commercial rights holders but if it is their intent to "protect their IP licence" why did it take so long for the C&D to come out? It's not like the MWLL has teams of lawyers to haggle with.

It's been more than a year since IGP/PGI announced their game. I can't imagine that it would take that long for lawyers to say "yep pull the plug on all non commercial licenses".
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 06:41:33 PM
I'd like to do a Post-Mortem after all is said an done but I think the letter I wrote on the main page puts things into perspective quite well.

It is a good letter Defender.

SquareSphere, what is it about the timing you are alluding to? Why do you question it?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: DieByZer0 on January 16, 2013, 06:45:42 PM
I'd like to do a Post-Mortem after all is said an done but I think the letter I wrote on the main page puts things into perspective quite well.

You know that we will miss it working here, It's been a few rough years :/ People left and other joined.
But in the end of the day Def i will tell you this.

We did Great. We moved a whole Generation and we worked days and nights our !@# off so i feel i have to say this.
Thanks to everyone dev or not that helped make this mod so Great.

Good luck and god bless all of us.

Zer0 over and out.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Helmer on January 16, 2013, 06:51:35 PM
MWLL Devs:

Thank you for the hundreds of hours of joy and entertainment you've brought me over the years. Your dedication and hard work are astounding and you've never received nearly enough the accolades that you deserve.
MWLL is ,by far, the best combined OPs experience out there.

All the best for the future.



Cheers.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =KoS= Eldragon on January 16, 2013, 06:52:17 PM
SquareSphere, what is it about the timing you are alluding to? Why do you question it?

Not to put words in SquareSphere's mouth, but IMHO the timing is terrible because MW:O is nowhere near a finished product.  Right now MW:O needs a lot of content and balance fixes.

Honestly I expected MW:LL to be told to pack up when MW:O got out of open beta.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Moha on January 16, 2013, 06:56:25 PM
To the MWLL Devs:

Thank you for the years of entertainment an joy you brought us - with work you did in your spare time and for free.

I have enjoyed MWLL imensely and I'm sad to hear that it had to end.

Many thanks for all your hard work, your dedication and for giving us the gift of this great mod you created.

The best of luck to all of you ! *bows deeply*  :'(
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bloodycrow on January 16, 2013, 07:01:05 PM
The timing? They were scared. They saw what was in the pipe and they were shitting their britches.

Look how long it's taken them to release anything of note. And I'm gonna slap that "of note" in MASSIVE quotation marks, because all that content just doesn't measure up to what this group of un-paid volunteers could put out in the same amount of time.

Not only that, but if they would have killed MWLL right out of the gate, they wouldn't have pulled over as many dupes as they already have.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 07:02:36 PM
It is that kinda of talk, Crow, that makes me want to hop onto MWO and TK everyone I see :P. We could make a four man group to do it!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 07:05:06 PM
SquareSphere, what is it about the timing you are alluding to? Why do you question it?

Not to put words in SquareSphere's mouth, but IMHO the timing is terrible because MW:O is nowhere near a finished product.  Right now MW:O needs a lot of content and balance fixes.

Honestly I expected MW:LL to be told to pack up when MW:O got out of open beta.

Kind of this.  Basically my thoughts on it were if the C&D was to protect their license why didn't they do it earlier?  Any other answer would all point back to they didn't want a direct point of comparison for their game which is a really pathetic reason.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ghogiel on January 16, 2013, 07:07:56 PM
Guys... There is no formal C&D.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 07:08:31 PM
SquareSphere, what is it about the timing you are alluding to? Why do you question it?

Not to put words in SquareSphere's mouth, but IMHO the timing is terrible because MW:O is nowhere near a finished product.  Right now MW:O needs a lot of content and balance fixes.

Honestly I expected MW:LL to be told to pack up when MW:O got out of open beta.
Kind of this.  Basically my thoughts on it were if the C&D was to protect their license why didn't they do it earlier?  Any other answer would all point back to they didn't want a direct point of comparison for their game which is a really pathetic reason.

I agree, that would be a pathetic reason. There was a review of MWO that basically was structured around such a comparison. The reviewer concluded with exasperation at why anyone would pay and play MWO over MWLL, which the reviewer thought was a game with more content and depth.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Grisnir on January 16, 2013, 07:09:58 PM
(http://i302.photobucket.com/albums/nn105/walkseva/ManlyTearsHaveBeenShed.jpg)

playing MWLL was Worth Every Second
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 07:10:13 PM
Guys... There is no formal C&D.

What has happened is as good as one right?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ShotgunSpiff on January 16, 2013, 07:10:36 PM
Maybe it's my frames but, the free reticle seem rather jerky.  Zoomed in it felt a bit better.  Is there a key to lock the reticle to center screen?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xarg Talasko on January 16, 2013, 07:11:11 PM
SquareSphere, what is it about the timing you are alluding to? Why do you question it?

Not to put words in SquareSphere's mouth, but IMHO the timing is terrible because MW:O is nowhere near a finished product.  Right now MW:O needs a lot of content and balance fixes.

Honestly I expected MW:LL to be told to pack up when MW:O got out of open beta.
Kind of this.  Basically my thoughts on it were if the C&D was to protect their license why didn't they do it earlier?  Any other answer would all point back to they didn't want a direct point of comparison for their game which is a really pathetic reason.

I agree, that would be a pathetic reason. There was a review of MWO that basically was structured around such a comparison. The reviewer concluded with exasperation at why anyone would pay and play MWO over MWLL, which the reviewer thought was a game with more content and depth.

Got a link? Don't think I've read/seen that one.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KorJax on January 16, 2013, 07:11:48 PM
I love you all. Been here since the early days, but not the prehistoric *coughBF2142* days, and its been great.

It is now up to you guys, the community, to keep these flames kindled. If anything this is simply a new leaf for MWLL - its success and how long it lasts as a mod in the community is simply a product of how you treat it, promote it, and treat those who are new to the mod.

The mod being dead community wise in 2 months, or alive and higher than its ever been is up to you guys. No longer can the mod simply stay alive with active updates from the development. It's in the hands of the fans now, and how they choose to treat this "product" determines how long the flames will burn.

Godspeed
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KorJax on January 16, 2013, 07:13:06 PM
Guys... There is no formal C&D.

What has happened is as good as one right?

No.

If there was a C&D the mod would have stopped months ago without warning and the servers shut down.

This is not the case.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Spooky on January 16, 2013, 07:16:45 PM
But, of course it has subsequently been locked and removed from the forums

It wasn't removed, just locked. Understandably so. Most MWLL threads got locked because of the condescending and abusing things that happen in there.



Btw. response from Russ:

Quote
Hey Everyone,

I know you haven't seen much of me lately, was pretty busy with the holiday season and a new baby in the family. I hope you will see more of me on the forums and in game soon.

Here is what I know.

Did we send a cease and desist letter? no we did not.

At GDC 2012 I met with the mod leadership which of course happens to work at Crytek so we see each other pretty much every trade show, great guy. At this GDC in casual unscripted conversation I asked him "why are we splitting the community at this point?" We both realized that the MWLL community was small and it really wasn't competing with MWO but still each time a feature was added to MWLL that was in MWO it felt as though we were doubling up effort to restore this great brand.

I expressed that we were not trying to shut anyone down but asked him how we might meld the two communities better and even look to possibly hire on any great talent what was in that project. ( Hey MWLL guys send in those resumes ) For a long time the IP was in the wind and MWLL is one of those games that really kept MW on peoples minds so the project and the individuals have our up most respect.

We discussed this topic for a little while but again it was friendly and there was no threats of shutting the mod down just more of a sense of "Why are we doubling up efforts here?". After the show he contacted me expressing that they really wanted to finish what they started with MWLL and had a set of features that they would like to get done and asked if that was okay with PGI. They presented a very professional plan on the remaining work they wanted to complete and stated after that it would be time to stop production on MWLL. I thanked them for the plan and said that it all sounded great.

Now today's news comes and I can only assume that this last patch represents the final features from that presentation they gave me. I will reach out to my MWLL contact and confirm that this is true and have a conversation, if there are any updates we will let you know.

Again there was no combative relationship between MWO and MWLL, nor was there a cease and desist letter given.

Thanks.

http://mwomercs.com/forums/topic/91411-in-preparation-of-news-to-hit/page__view__findpost__p__1748351
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 07:18:48 PM
Guys... There is no formal C&D.

What has happened is as good as one right?

No.

If there was a C&D the mod would have stopped months ago without warning and the servers shut down.

This is not the case.

So what then? You guys were politely requested to cease development as you lost rights? What would happen to a group who now picked up where you left off?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bloodycrow on January 16, 2013, 07:19:19 PM
It is that kinda of talk, Crow, that makes me want to hop onto MWO and TK everyone I see :P. We could make a four man group to do it!

I'm pissed, but that kind of action would only upset those trying their hardest to garner the small amount of enjoyment that can be gotten from such a tiny, limited game. And would cast a poor light on MWLL fans for attacking the player base, even if they're mostly stupid, ungrateful, enabling dickwads group-wanking over every PGI crumb.

Besides, there's no way I'm letting that abortive, shitty product touch my harddrive, let alone give them another player statistic sucked into their ancient and ill-designed matchmaking system.

Yeah I mad and I'm gonna say bad stuff about them, I give no fucκs.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Kelmola on January 16, 2013, 07:20:04 PM
So, thank you devs once more, for what will most likely remain the best 'Mech game ever.








*) the only thing the suits will think they have learned from MWO's eventual, unavoidable fail, will be that 'Mechs won't sell, which is of course not the truth, but no one in the industry ever has the guts to admit that bad implementation will ruin even the best concept
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 07:21:30 PM
To my mind what Russ has said differs in tone and 'intent' from what Defender outlined.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bobby on January 16, 2013, 07:22:44 PM
I'm so upset over this. I'm so freaking upset I can't even read the patch notes. I cannot enjoy the hard work that was done to bring this to us.

I'm shocked. I'm stunned. I can't believe it. I'm sad and I'm angry and most of all I'm hurt.

All I can say is thank you. Thank you guys for working so hard, for making this entire MechWarrior/Battletech experience.

I just wish I could enjoy it.

^ My sentiments exactly...  :'(
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Whiplash on January 16, 2013, 07:23:49 PM
Wow, I'm sorry to hear that you guys have to halt production on MWLL. That sucks
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Masakari on January 16, 2013, 07:24:39 PM
Quote from: Russ from MWO
We discussed this topic for a little while but again it was friendly and there was no threats of shutting the mod down just more of a sense of "Why are we doubling up efforts here?". After the show he contacted me expressing that they really wanted to finish what they started with MWLL and had a set of features that they would like to get done and asked if that was okay with PGI. They presented a very professional plan on the remaining work they wanted to complete and stated after that it would be time to stop production on MWLL. I thanked them for the plan and said that it all sounded great.


This statement isn't accurate.  It lacks the underlining gory details that lead up to that point.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Cik on January 16, 2013, 07:24:45 PM
But, of course it has subsequently been locked and removed from the forums

It wasn't removed, just locked. Understandably so. Most MWLL threads got locked because of the condescending and abusing things that happen in there.



Btw. response from Russ:

Quote
Hey Everyone,

I know you haven't seen much of me lately, was pretty busy with the holiday season and a new baby in the family. I hope you will see more of me on the forums and in game soon.

Here is what I know.

Did we send a cease and desist letter? no we did not.

At GDC 2012 I met with the mod leadership which of course happens to work at Crytek so we see each other pretty much every trade show, great guy. At this GDC in casual unscripted conversation I asked him "why are we splitting the community at this point?" We both realized that the MWLL community was small and it really wasn't competing with MWO but still each time a feature was added to MWLL that was in MWO it felt as though we were doubling up effort to restore this great brand.

I expressed that we were not trying to shut anyone down but asked him how we might meld the two communities better and even look to possibly hire on any great talent what was in that project. ( Hey MWLL guys send in those resumes ) For a long time the IP was in the wind and MWLL is one of those games that really kept MW on peoples minds so the project and the individuals have our up most respect.

We discussed this topic for a little while but again it was friendly and there was no threats of shutting the mod down just more of a sense of "Why are we doubling up efforts here?". After the show he contacted me expressing that they really wanted to finish what they started with MWLL and had a set of features that they would like to get done and asked if that was okay with PGI. They presented a very professional plan on the remaining work they wanted to complete and stated after that it would be time to stop production on MWLL. I thanked them for the plan and said that it all sounded great.

Now today's news comes and I can only assume that this last patch represents the final features from that presentation they gave me. I will reach out to my MWLL contact and confirm that this is true and have a conversation, if there are any updates we will let you know.

Again there was no combative relationship between MWO and MWLL, nor was there a cease and desist letter given.

Thanks.

http://mwomercs.com/forums/topic/91411-in-preparation-of-news-to-hit/page__view__findpost__p__1748351

explain please devs. is this true? it does not sound so; if there was no threat, why is the mod shutting down? i do not trust this one.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 07:27:22 PM
Quote from: Russ from MWO
We discussed this topic for a little while but again it was friendly and there was no threats of shutting the mod down just more of a sense of "Why are we doubling up efforts here?". After the show he contacted me expressing that they really wanted to finish what they started with MWLL and had a set of features that they would like to get done and asked if that was okay with PGI. They presented a very professional plan on the remaining work they wanted to complete and stated after that it would be time to stop production on MWLL. I thanked them for the plan and said that it all sounded great.


This statement isn't accurate.  It lacks the underlining gory details that lead up to that point.

:) Oh how I would love to read about those details!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Taltos on January 16, 2013, 07:31:10 PM
Btw. response from Russ:
<snip>
http://mwomercs.com/forums/topic/91411-in-preparation-of-news-to-hit/page__view__findpost__p__1748351
I don't get it.  ???
if there was no pressure/threats from PGI, why would the devs shutter mwll, citing "legal obligations"?
if there was pressure/the threat of a C&D, and PGI kept it verbal only/"between the lines", I guess it's well played by them, cause they have deniability. Also, that "why duplicate effort" stuff sounds like PR-ese for "get out, this is our playground now, you don't get to play with the big boys", but maybe i'm overly suspicious...

Also, from what he says it sounds like the devs feel mwll is complete now, and want to stop. is that the case?? your 0.7 announcement really doesn't read that way...
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Rajveer on January 16, 2013, 07:32:34 PM
Devs, thank you for all of the effort you've made to make such an amazing game, it was the first MechWarrior game that got me into the series and I'm glad it was. You allowed me to experience some of the best gaming I've ever had, and when I read that "First , I must present you with some heavy news", my heart sank. I'll always have a massive attachment to this game!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Cik on January 16, 2013, 07:33:29 PM
Quote

Because he's not lying, but not bearing full-disclosure either.

There was a bit more pertinence to the issue than is being let on but like I said above; no matter what we're still happy we managed to get another couple patches out before the inevitable.

so when he says there was no legal threat, he was lying. there was a threat, however implied. i wish i could hate someone to death.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Masakari on January 16, 2013, 07:35:52 PM


Also, from what he says it sounds like the devs feel mwll is complete now, and want to stop. is that the case?? your 0.7 announcement really doesn't read that way...

This is bullshit, just look at that list of stuff that didn't make it in. In no way do we feel mwll is complete.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Taltos on January 16, 2013, 07:36:25 PM
...get another couple patches out before the inevitable.

just because i've never seen it clearly from the devs, could you clarify this: mwll had a non-commercial license (this I think is surely correct), and this license expired when/by MWO appearing on the scene? is that what you name "the inevitable"? correct?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: NSallaNuto on January 16, 2013, 07:36:33 PM
Was it something like this? http://www.youtube.com/watch?v=avER-t6GL4U&noredirect=1
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Whiplash on January 16, 2013, 07:41:33 PM


Also, from what he says it sounds like the devs feel mwll is complete now, and want to stop. is that the case?? your 0.7 announcement really doesn't read that way...

This is bullshit, just look at that list of stuff that didn't make it in. In no way do we feel mwll is complete.
Well whattay gonna do now mech?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Masakari on January 16, 2013, 07:43:11 PM
Same thing I do every night whiplash, try to take over the world!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Cik on January 16, 2013, 07:45:49 PM
PGI is literally cancer "we love battletech and are huggable guys, really! LOL GET fappED THOUGH, if anything challenges our shit game WE'RE GOING TO USE STRONGARM TACTICS TO SHUT THAT SHIT DOWN LOL"
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KorJax on January 16, 2013, 07:47:31 PM
Btw. response from Russ:
<snip>
http://mwomercs.com/forums/topic/91411-in-preparation-of-news-to-hit/page__view__findpost__p__1748351
I don't get it.  ???
if there was no pressure/threats from PGI, why would the devs shutter mwll, citing "legal obligations"?
if there was pressure/the threat of a C&D, and PGI kept it verbal only/"between the lines", I guess it's well played by them, cause they have deniability. Also, that "why duplicate effort" stuff sounds like PR-ese for "get out, this is our playground now, you don't get to play with the big boys", but maybe i'm overly suspicious...

Also, from what he says it sounds like the devs feel mwll is complete now, and want to stop. is that the case?? your 0.7 announcement really doesn't read that way...

Because it's as simple as this

PGI likes our project but also likes their project

They have an actual commerical liscense to use the IP, we only have a non-commercial liscense.

They asked kindly and there was an agreement to stop development past a certain point.

To have said "fapp no!" would have meant that instead of getting 0.7.0 we would have likely had our non-commercial liscense revoked, because they are always going to be lower on the totem pole compaired to a commercial one. That means lawyers and other nasty stuff, and the servers for the mod being shut down among other things (like this community. It's that kind of backlash that neither MWO wants or MWLL wants.

Instead of PGI jumping straight to C&D, we got the opportunity to spend a long time putting in several more updates and keep the mod going beyond the final update.

If anything the only thing this means is that we've done what no other mod based off of a commercial IP has done before. We've managed to accomplish so much, that not even the dudes in charge want to C&D us, but likely would have if we chose to "fight back". Instead we decided to settle on simply slowing down out of respect for their project and them wanting to not jump the shark on us.

Despite what you may think, having a non-commercial liscense doesn't hold much water when someone else is in control of the same IP you are working from. It's a complicated mess. technically you were allowed to work on whatever you could with that IP, but the rights to use the IP can easily be taken away at any moment.

I honestly wouldn't be surprised if the only reason we managed to get a non-commerical liscense to the MW IP 6 or so years ago, is because Microsoft wanted to see how "successful" the mod, and the IP, would be, before deciding to spend money on that IP again. It's come to the point where we've proven our worth, I guess.

It sucks because there has been so much planned and worked on. But at the same time we're quite literally one of the largest mod projects ever, and we've accomplished a shit ton. So it's not like we had a bad life or anything. It's not like we were Halogen, shut down before we even had a chance to release.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 07:52:08 PM
I think most of us can read between the lines on this one. Crim/Kami are the non commercial license holders through Wandering Samurai.  To forestall a true C&D (which would make everything disappear over night) they proposed a compromise.  At the same time, you have to think that there might have been "outside pressure" on them to do something.  (*cough* they work for Crytech and MWO uses that engine, there could have been some subtle hinting from the board room to shut down a competing product to sweeten the deal, in order to secure money for the company *cough*)

/tin foil hat/

 :o just saw defenders post, haha i guess i got it right
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bobby on January 16, 2013, 07:54:13 PM
Well... at this point, do any of you devs believe there is a possibility that, given a restructure, that development could continue under a "new" company? Perhaps, if necessary on another engine (and I understand the severe undertaken in that statement, so no need to slam it lol)? Or have the right holders pretty much cleared the field of any foreseeable competition at this time?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 07:55:55 PM
Well... at this point, do any of you devs believe there is a possibility that, given a restructure, that development could continue under a "new" company? Perhaps, if necessary on another engine (and I understand the severe undertaken in that statement, so no need to slam it lol)? Or have the right holders pretty much cleared the field of any foreseeable competition at this time?

I doubt MS would grant any new Non Commercial licenses now that they have paying customers.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =KoS= Eldragon on January 16, 2013, 07:56:25 PM
To the Devs:

Thank you for all the hard work you have done. All good things must come to an end. I'll be enjoying .7 for years to come.

Now securely backup the source, models, and assets on a dozen different ways. Then patiently wait for MW:O to eventually be shut down (however many years it takes), and fire up a kick-starter campaign to get MW:LL 2 funded with a commercial license.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 07:56:36 PM
Well... at this point, do any of you devs believe there is a possibility that, given a restructure, that development could continue under a "new" company?

If a mod is classified as a non-commercial project utilizing the IP and that PGI own those rights...well, no?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KorJax on January 16, 2013, 07:57:15 PM
Well... at this point, do any of you devs believe there is a possibility that, given a restructure, that development could continue under a "new" company? Perhaps, if necessary on another engine (and I understand the severe undertaken in that statement, so no need to slam it lol)? Or have the right holders pretty much cleared the field of any foreseeable competition at this time?

I don't see MWLL continuing development on any level beyond a few minor hotfixes for any unforseen issues with this release.

However, what would be fapping rad, is if everyone somehow got together to make something new, and something based off of an original concept.

Right now though I'm more personally concerned about playing the mod  ;D
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Filvas on January 16, 2013, 08:00:12 PM
It was a good run. Thanks for the last patch.

I trust you all find new games to play and develop.

Kudos to developers for creating something worth mourning.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KingLeerUK on January 16, 2013, 08:04:04 PM
Well... at this point, do any of you devs believe there is a possibility that, given a restructure, that development could continue under a "new" company? Perhaps, if necessary on another engine (and I understand the severe undertaken in that statement, so no need to slam it lol)? Or have the right holders pretty much cleared the field of any foreseeable competition at this time?


You don't usually talk over the grave man.  ;)


There are some members from the team that will be continuing on with their own projects, either in a solo capacity or in sub-groups.  This thread isn't really the place to discuss such things and I think that those parties willing to do so will do that in their own threads in General Discussion (http://forum.mechlivinglegends.net/index.php/board,1.0.html) when the time is right..
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Taltos on January 16, 2013, 08:06:14 PM
thanks for clearing that up, defender and korjax. :-)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ELH_Vivicector on January 16, 2013, 08:08:23 PM
Ok, I got it.

First, PGI says to stop developement nicely or be CnDed. Then ,some pressure on licence holders through their employer - Crytek. As a result, mod is killed and now nothing will mess with PGI's budget plans. So, I clearly know that those bastards are not getting my money! Not for THAT shit and not for what they have done.

Devs, I hope that in some time, when MWO will fail, you will be able to continue the development.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Incubus 24-7 on January 16, 2013, 08:16:19 PM
Is all this "The end" stuff some kind of dev inside joke?

No. This is dead serious.
When I finished reading all of the above I had to take some extra dose of medication not to cut my wrists or somebody elses (PGI) throat.

Just kiddin'

In earnest this is sad News indeed I just fail to believe this giant heap of sh..

I just can't express how to properly thank you guys for what you did for this game!

Endless kudos to the dev Team!!!!!!!!!

I do hope everybody in this community will stay here to Play this mod as Long as humanly possible just to smite those idiots who tried to kill it.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on January 16, 2013, 08:16:50 PM
Well... at this point, do any of you devs believe there is a possibility that, given a restructure, that development could continue under a "new" company? Perhaps, if necessary on another engine (and I understand the severe undertaken in that statement, so no need to slam it lol)? Or have the right holders pretty much cleared the field of any foreseeable competition at this time?

I don't see MWLL continuing development on any level beyond a few minor hotfixes for any unforseen issues with this release.

However, what would be fapping rad, is if everyone somehow got together to make something new, and something based off of an original concept.

Right now though I'm more personally concerned about playing the mod  ;D


It's a shame that the project some of us CJWs are working on isn't further along, as I'm sure we'd love to have some of you onboard.

A new project with original IP would be amazing guys, I'd honestly enjoy seeing what you could all manage.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 08:19:19 PM
A new project with original IP would be amazing guys, I'd honestly enjoy seeing what you could all manage.

I would kick starter the shit out :D hell even it was a simple prof of concept game
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Chezzar on January 16, 2013, 08:19:56 PM
That's my third try to write a post...I am at a loss of words here.  :'(. I played some shooters on the web before, and everywhere you not only get raped as a newby but also insulted. Then came MWLL, and I get obliberated for a long time too. But something was different: No one bitching over the "f... noob", mo insults fliying. Instead of this I got advice and some CBills. Yes, there are even dickheads in MWLL, but you could count them with one hand.
And then there is the dev team: They did it in their pastime, getting a game together which is better as most of the commercial stuff. Then they answer questions on the forums (even the annoying "I want this or that" topics). You lost your PR - guy, but even without Leer, your communication with the community was and is outstanding.

I am in night shift today, but i will fire up 0.7.0 tomorrow if i can. See you on the battlefield.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =CJW= Bin Fish on January 16, 2013, 08:30:12 PM
Hmmm I am quite happy with this latest patch. Thanks for all the tanks.

Dakka dakka dakka POW!

Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: d3jake on January 16, 2013, 08:35:39 PM
Wow.... Was this the "game changer" that I heard rumor about?

It's sad to see a game so great fall to the will of a for-profit project. I disliked MWO on its own merits before, and now I don't think I'll be touching that game from now on.

There are many "official" reasons and explanations that have been given, to me they don't hold water. The concern about splitting the community is complete BS comparing the playerbases.

The only reason to stop a project that's non-profit is fear. I've had more fun with MWLL than most games that I've played. I will personally never forget getting a 3'fer with a Long Tom, hitting a stormcrow\lanner with two Long Tom rounds while it was running away from me ~1.5km away, or, blasto and I gunning down a vulture with 8xRAC5s. I will play this game as long as I can to ensure that it doesn't die out.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Mattk50 on January 16, 2013, 09:08:14 PM
But, of course it has subsequently been locked and removed from the forums

It wasn't removed, just locked. Understandably so. Most MWLL threads got locked because of the condescending and abusing things that happen in there.


It was effectively removed, there is no link to it in the forum subsection but you can still link to it manually.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ghogiel on January 16, 2013, 09:09:04 PM
Ok, I got it.

First, PGI says to stop developement nicely or be CnDed. Then ,some pressure on licence holders through their employer - Crytek. As a result, mod is killed and now nothing will mess with PGI's budget plans. So, I clearly know that those bastards are not getting my money! Not for THAT shit and not for what they have done.

Devs, I hope that in some time, when MWO will fail, you will be able to continue the development.
Some a correct assumptions...

I hope MWO doesn't fail for the sake of the MW IP. And to be realistic about it, if they did that would be a ways off. To the point all the whole team would have been scatted to the wind. Like grains of sand blowing in the Harvison Flats of Tamarind
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Cherno on January 16, 2013, 09:34:38 PM
BREAKING NEWS

It's Summer 2014, and after having seen MMO Mechwarrior: Online shut down it's servers after a mere 6 months of meager existence (not counting a fruitless beta), a Mechwarrior Total Conversion for the game Crysis called "Mechwarrior: Living Legends" that had to shut down development in early 2012 may just rise again: The TC development team "Wandering Samurai" have started a kickstarter fund drive to collect enough money so they can pay for a commercial license of the Mechwarrior franchise from IP owner Microsoft, currently valued at 175,000 USD. So far, the kickstarter project has been funded 65% with more than three weeks to go, and chances are Mechwarrior fans will see a host of stretch goals once the game is fully funded.

... We may at least dream can we ;)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Zippitt on January 16, 2013, 09:37:02 PM
MWLL was the only hope I had for something to fill the BT Genre for me, MWO has so many holes in atm, one can only take so much Counter Strike in any form. I tried Mechwarrior Tactics too, my god talk about catering to the masses, it feels like it was made for 5 years olds. I can see it turning into a Facebook app within a year :(.

I for one would be willing to commit more time to this genre just to have something to look foward to, I am just sad I can no longer invest more into MWLL development as little as it was.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: DFDelta on January 16, 2013, 09:37:10 PM
BREAKING NEWS

It's Summer 2014, and after having seen MMO Mechwarrior: Online shut down it's servers after a mere 6 months of meager existence (not counting a fruitless beta), a Mechwarrior Total Conversion for the game Crysis called "Mechwarrior: Living Legends" that had to shut down development in early 2012 may just rise again: The TC development team "Wandering Samurai" have started a kickstarter fund drive to collect enough money so they can pay for a commercial license of the Mechwarrior franchise from IP owner Microsoft, currently valued at 175,000 USD. So far, the kickstarter project has been funded 65% with more than three weeks to go, and chances are Mechwarrior fans will see a host of stretch goals once the game is fully funded.

... We may at least dream can we ;)

Lol. I'd slap that kickstarter project with a wad of cash.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 09:37:49 PM
If the license was that cheap i sure we could kickstart it ;) but it's probably a lot more than that.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: scylos on January 16, 2013, 09:38:01 PM
Amen, a-fuking-men
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Warlord Kentax on January 16, 2013, 09:45:21 PM
Where does it even say that MWO shut them down? I cant find it in the news post anywhere.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ch3m1kal on January 16, 2013, 09:47:58 PM
Well you could always go with WechMarrior: Living Legends, featuring such Wechs as the MiffedPuss, Dutchman II, Australian Ambusher and of course the Ballista.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Cherno on January 16, 2013, 09:51:04 PM
If the license was that cheap i sure we could kickstart it ;) but it's probably a lot more than that.

You have to take into account that this is 2014 after MWO has failed rather spectacularly as a sustainable business model, so the Mechwarrior IP will hopefully not cost as much then as it did before ;)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: The One on January 16, 2013, 09:54:00 PM
I have never played MWLL. I have looked into it and followed some of the development over the years. I am a long long time Mechwarrior fan. The reason I have never played MWLL is simply that until fairly recently I didn't have a good enough computer to run it.

And I'm an very active MWO player (now that I have a good computer).

Anyway, I'm very sorry to hear that MWLL is getting shut down. I hate it for the devs and I hate it for you guys. Honestly.

But I wanted to say something about people wishing that MWO dies. The game has it's share of problems, that is true for sure.  But, please try it out and try to stick with it. It is getting better, however slowly.

And the only reason I say that is so that the IP won't die. MW came back from 10 years of nothing and if MWO flops I fear it will be gone forever. I want to see the MW IP last, that's all.

I'm going to download MWLL when I get home.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xarg Talasko on January 16, 2013, 09:55:42 PM
Thank you for at least giving the mod a try, unlike the many who just dismissed it out of hand because reasons. Hopefully you find it to your liking.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: okaolias on January 16, 2013, 09:59:11 PM
I've fapping hated the guts out of pretty much every mechwarrior game I've gotten my hands on, both before and after MW:LL. I've only played a little over half a year, and with a couple of hiatuses at that, and I've truly enjoyed the hell out of this game. I plan on staying on board for as long the ride lasts and am looking forward to seeing what happens to the community in the following months, for better or for worse, as that's what has made this game so special. It has been "just a mod" so far and it's still "just a mod", so it's up to us what happens to it. I can really see it being played until the wars servers are shut down.

I've spent the past couple of hours trying to dig through all this crap, and I'm already sick of it. Defender is right, you might not have as much time to do the things you want, and all of this hate is just... wasteful.

The devs have created something truly amazing, easily rivaling a lot of AAA games, and after the 25th they'll be able to take a step back and truly enjoy their creation. I only wish they would make a roll-call thread so we can more easily +rep everyone involved in any part of this game's creation once an hour.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Warlord Kentax on January 16, 2013, 10:02:22 PM
Quote from: Russ Bullock
Hey Everyone,

I know you haven't seen much of me lately, was pretty busy with the holiday season and a new baby in the family. I hope you will see more of me on the forums and in game soon.

Here is what I know.

Did we send a cease and desist letter? no we did not.

At GDC 2012 I met with the mod leadership which of course happens to work at Crytek so we see each other pretty much every trade show, great guy. At this GDC in casual unscripted conversation I asked him "why are we splitting the community at this point?" We both realized that the MWLL community was small and it really wasn't competing with MWO but still each time a feature was added to MWLL that was in MWO it felt as though we were doubling up effort to restore this great brand.

I expressed that we were not trying to shut anyone down but asked him how we might meld the two communities better and even look to possibly hire on any great talent what was in that project. ( Hey MWLL guys send in those resumes ) For a long time the IP was in the wind and MWLL is one of those games that really kept MW on peoples minds so the project and the individuals have our utmost respect.

We discussed this topic for a little while but again it was friendly and there was no threats of shutting the mod down just more of a sense of "Why are we doubling up efforts here?". After the show he contacted me expressing that they really wanted to finish what they started with MWLL and had a set of features that they would like to get done and asked if that was okay with PGI. They presented a very professional plan on the remaining work they wanted to complete and stated after that it would be time to stop production on MWLL. I thanked them for the plan and said that it all sounded great.

Now today's news comes and I can only assume that this last patch represents the final features from that presentation they gave me. I will reach out to my MWLL contact and confirm that this is true and have a conversation, if there are any updates we will let you know.

Again there was no combative relationship between MWO and MWLL, nor was there a cease and desist letter given.

Thanks.
http://mwomercs.com/forums/topic/91411-in-preparation-of-news-to-hit/page__st__120
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 10:02:56 PM

And the only reason I say that is so that the IP won't die. MW came back from 10 years of nothing and if MWO flops I fear it will be gone forever. I want to see the MW IP last, that's all.

Catalyst Games still has all the BT rights so the BT/MW universe will never disappear fully.  Also, MWLL was born during the drought of MW games and is probably why MWO was even conceived.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on January 16, 2013, 10:06:53 PM
Kentax, we've been over it, read the thread dude.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Warlord Kentax on January 16, 2013, 10:08:22 PM
Kentax, we've been over it, read the thread dude.
Cant you just answer my question? This thread is effing long.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Loom on January 16, 2013, 10:10:46 PM
THANKS

MWLL is so unique, nothing can compare with it. It was a lot of fun to play (and will be  ;)). Thank you a lot for your effort. I always awaited a new release, because you promised so much great stuff (and delivered it).

So, just again: Thank you all (developers and MechWarriors) for this very nice game (mod).
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on January 16, 2013, 10:12:09 PM
Kentax, we've been over it, read the thread dude.
Cant you just answer my question? This thread is effing long.

The answer is complicated, so it'd be worth reading.

The direct answer is no c&d, but as I say it's worth reading.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Mekabuser=12thVR= on January 16, 2013, 10:13:12 PM
sad
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Knightcrawler on January 16, 2013, 10:17:45 PM
It's like two pages back, Kentax.

Anyway I know I've probably not been the easiest MWLL fan to have. I whine and gripe about things, especially as they relate to BA. I kinda feel I have to since most players play so little BA they don't really realize some things about it. But I've been a fan. I've talked the game up to so many people, I've played it to death and it still entertains me, and I've tried really, really hard to get good (without sacrificing my honor. ;-) ). I've learned more about BattleTech from MWLL and talks related to MWLL than anything else. I really love this game and I love you devs for working on it.

When I had some time cleared up, I actually wanted to take a swing at making a map or two (in fact, just a few days ago I was considering when to buy GeoControl - yes, I have used the trial before. I probably still will buy it), then a mech or two, maybe even see if I could convince some people to help me make a quad mech with certain features. I always dream way bigger than is practical.

I've probably played thousands of games, and I can safely say that MWLL is my favorite multiplayer game. Thank you all so much.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Malaclypse on January 16, 2013, 10:20:40 PM
I'd like to take the opportunity to pay my respects to everybody who's ever been involved in this mod in a development capacity, including all the alpha testers.

Thank you.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: RDL cepera on January 16, 2013, 10:21:25 PM
Mechwarriors of Russian Death Legion deeply appreciate the efforts of Wandering Samurai Studios in development of MechWarrior: Living Legends. It presents the best Battletech combat expirience among all of Mechwarrior games.

We're very upset to know there will be no new updates of MechWarrior: Living Legends.

We will remeber you and will await news about your team and work.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Nable on January 16, 2013, 10:21:42 PM
Though I rarely post on these forums, I am a regular player in pub games and have been playing on and off (mostly on) for the past two years. Never before has a game been able to captivate my interest for such an extended period of time. This game (NOT MOD) is truly phenomenal and I must not only thank, but congratulate the devs on such an astounding achievement. You guys breathed new life into Mechwarrior; before I was stuck on a loop of playing the MW4: Mercs campaign over and over to get my Mechwarrior fix, but that came to an end when I found out about this game.

Thank you so much to all the devs, alpha testers, moderators, and anyone who helped to make MWLL possible. Yes, while I am incredibly sad that this is the end of new content, like any diehard fan, I will keep playing for as long as there's another person to play with. 

I LOVE YOU ALL!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Spooky on January 16, 2013, 10:22:01 PM
It was effectively removed, there is no link to it in the forum subsection but you can still link to it manually.

No, it was never removed. It's still there in MWO / FORUMS / GENERAL DISCUSSION.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Marlin on January 16, 2013, 10:24:33 PM
I was excited, then I got sad.

I can understand the anger of the loyal players, but even if I was like this, I could not boycot MWO, which I tried, because I cannot play it anyway right now. Cant get to the main screen. :D

Anyway, most if not all has been already said about the fine people developing this 5 Star Game outta nothing, with just their skill, and that is something you can be very much proud of. Thank you from here too. I will see that I get to dl this soon and play until my connection dies or the servers shut down. (Perhaps by that time I get my own server running.) Thank you very much.

I would not even mind that you go to Piranha and show them how it is done. The more the merrier, but they should pay adequately. I also do not want MW to be falling off the radar again.

If push comes to shove and MWO fails, AND I got rich as Scrooge I would buy the IP off of MS's hands and let real people to the stuff you did here.

I hope to see you on the field of battle.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bloodycrow on January 16, 2013, 10:39:35 PM
It appears Criminal has posted this on the main page (http://www.mechlivinglegends.net/):

EDIT: There is now a topic for this announcement (http://forum.mechlivinglegends.net/index.php/topic,18949.msg337937/topicseen.html#new)

Quote
Greeting Living Legends!

In light of recent confusion and rumors, the co-owner of Wandering Samurai Studios and I are here to clear some things up.

First and foremost there has not, nor has there ever been, any legal action or threat of legal action leveraged against the MechWarrior: Living Legends development team. This was an assumption of a small amount of volunteers based on incomplete information.

To clarify, the decision to discontinue development of MechWarrior: Living Legends was made by the founders and owners of the project. On behalf of all the people involved in MechWarrior: Living Legends we must sincerely apologize to all parties affected by this miscommunication.

In closing, development on this project has officially come to an end. We thank you for your support and express our hope for the continued success of the MechWarrior franchise.

It's all very clean and business like, but is missing a lot of context that was shown with Russ's statement. I am really unsatisfied with such a plain statement, but I suppose that means very little at this point.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [CG]Anastasius Focht on January 16, 2013, 10:40:05 PM
Ladies and gentlemen, charge your glasses

I'd like to propose a toast

To the Devs, past and present and the people who have made this game the shining centre piece of the BT Franchise

Cheers

Development has stopped, but the game is not dead, on the contrary weve just been given perhaps the best patch ever, so lets celebrate the life thats still very much left in this game.

New well made maps can go a long way to keeping the game fresh in the years to come, as will the enthusiasm and inovation of the playerbase to find ways to use the game in creative ways.

Grab your coolant vests and lets party
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: JLZ on January 16, 2013, 10:40:48 PM
(http://www.anzacday.org.au/education/tff/images/salute.jpg)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 10:43:30 PM
It appears Criminal has posted this on the main page (http://www.mechlivinglegends.net/):

Quote
Greeting Living Legends!

In light of recent confusion and rumors, the co-owner of Wandering Samurai Studios and I are here to clear some things up.

First and foremost there has not, nor has there ever been, any legal action or threat of legal action leveraged against the MechWarrior: Living Legends development team. This was an assumption of a small amount of volunteers based on incomplete information.

To clarify, the decision to discontinue development of MechWarrior: Living Legends was made by the founders and owners of the project. On behalf of all the people involved in MechWarrior: Living Legends we must sincerely apologize to all parties affected by this miscommunication.

In closing, development on this project has officially come to an end. We thank you for your support and express our hope for the continued success of the MechWarrior franchise.

It's all very clean and business like, but is missing a lot of context that was shown with Russ's statement. I am really unsatisfied with such a plain statement, but I suppose that means very little at this point.

Uh i'm not seeing this at all on the main page
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 10:50:42 PM
If that is a genuine response from Criminal, it makes me want to question his and Kami's motives all this while.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 10:55:48 PM
Criminal posted the message over here
http://forum.mechlivinglegends.net/index.php/topic,18949.0.html
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Alexis Kerensky on January 16, 2013, 11:11:27 PM
 let's just hope someone else may be able to pick this mod up..
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xarg Talasko on January 16, 2013, 11:13:18 PM
Oh Alex, you are charmingly innocent, aren't you?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: DFDelta on January 16, 2013, 11:14:16 PM
Thats a nice way to put it.  ;D
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Knightcrawler on January 16, 2013, 11:14:38 PM
Looks like Defender's post was deleted. Let the cover-up begin... Jesus, why can't something at least be honest in death?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Gouty on January 16, 2013, 11:15:13 PM
Is that "charmingly innocent" read as "as dumb as 2 short planks and twice as thick"?

... a not so nice way to put it
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 11:15:29 PM
Patch is taking an age to download via the autoupdater :(
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ~SJ~ Blhurr on January 16, 2013, 11:18:31 PM
All legends engender conspiracy.

Thanks for the awesome gaming over the years guys.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 11:18:43 PM
Looks like Defender's post was deleted. Let the cover-up begin... Jesus, why can't something at least be honest in death?

Just noticed that, VERY weak sauce.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 11:19:34 PM
Looks like Defender's post was deleted. Let the cover-up begin... Jesus, why can't something at least be honest in death?

:(

EDIT: Good job I keep archives of forums I read often!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Filvas on January 16, 2013, 11:21:38 PM
Looks like Defender's post was deleted. Let the cover-up begin... Jesus, why can't something at least be honest in death?

(http://i.imgur.com/pD3EQ.gif)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Alexis Kerensky on January 16, 2013, 11:23:57 PM
Oh Alex, you are charmingly innocent, aren't you?
No.  I realize how hard it might be to pick this up still hopeful though.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xarg Talasko on January 16, 2013, 11:28:37 PM
Ah, but you're further confirming my assertion..
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Spooky on January 16, 2013, 11:29:35 PM
Looks like Defender's post was deleted. Let the cover-up begin... Jesus, why can't something at least be honest in death?

Which one, where?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Alexis Kerensky on January 16, 2013, 11:30:09 PM
Ah, but you're further confirming my assertion..
What you want me to give you the odds of this happening?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xarg Talasko on January 16, 2013, 11:31:12 PM
For my own amusement, I would dearly love for you to do that :)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Quintilian on January 16, 2013, 11:33:05 PM
Looks like Defender's post was deleted. Let the cover-up begin... Jesus, why can't something at least be honest in death?

Which one, where?

The one where he says

"[deleted as per polite request]"


I think there is another one that went too. I just copied that one across form my archive.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 16, 2013, 11:33:30 PM
*face palm* Alexis, Xarg and the rest of us know it would be basically IMPOSSIBLE for any group to pick up any sort of mechwarrior mod now that there are paid license holders.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: r4plez on January 16, 2013, 11:45:56 PM
I want to thanks to all devs for Mechwarrior:Living Legends project - It was Your passion that made this game so awesome - thanks for everything.

This all makes me feel like sad panda :'(
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SchnitzlXS on January 16, 2013, 11:47:58 PM
I'll be there until the day when it's just myself and one other diehard fanboy weirdo plugging the crap out of each other in a lonely Solaris Arena.

You have my axe.

And my sword.


I cannot express adequately how I feel. Read Bill's posts. I feel something like that.


To the DEV's: thank you from the bottom of my heart for all your hard work. You have set the bar so high for this IP, that it is ridiculous for the triple A guys  ;D

Like someone said in this thread: MWLL IS DEAD. LONG LIVE MWLL!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: TrollerLover on January 16, 2013, 11:54:57 PM
[/quot
Looks like Defender's post was deleted. Let the cover-up begin... Jesus, why can't something at least be honest in death?

Let the poo flinging commence!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ~SJ~ Atlessa on January 16, 2013, 11:58:18 PM
Ladies and gentlemen, charge your glasses

I'd like to propose a toast

To the Devs, past and present and the people who have made this game the shining centre piece of the BT Franchise

Cheers

Seyla!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: TrollerLover on January 17, 2013, 12:05:42 AM
To the DEV's: thank you from the bottom of my heart for all your hard work. You have set the bar so high for this IP, that it is ridiculous for the triple A guys  ;D

The bar has indeed been set so high I doubt the OTHER GAME will never be able to reach it. It's probably never gonna have the diversity I have come to expect of a MW game during these years I spent with MWLL. Not to mention the playability...  ::)

ALL HAIL MWLL
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: IG142 on January 17, 2013, 12:14:33 AM
Really sad to see it end. I've not been around for the past few months, but I can safely say that I've played more MWLL by far than any other game in the years since its first beta release, and possibly more than any other game period.

One more big thanks to the Devs. Best of luck in your future endeavors.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Leggat on January 17, 2013, 12:21:54 AM
Been stuck at work, first heard too early this morning to be really productive.

I'm probably the first generation to have older brothers who had atari, pong, etc, even a texas instruments computer.  I played centipede on the caleco vision.  I grew up with video games, and saw them evolve.  I, and many others like myself, grew around video games like trees around a wrought iron fence.

I have have never been an avid/active gamer, until I had a career to both pay for, and interfere with, gaming.  In such a situation, the quality of the experience becomes critical, because quantity cannot be relied upon.

This project exemplified what vision, passion, skill, and dedication, and I am sure a fap-load of other positive traits necessary not only for success, but epic winnage.

Mechwarrior: Living Legends is, and will thankfully continue to be, [for at least a little while], the best video game I have ever had the time and privilege to play. 

Thank you Devs,
Thank you Alpha Testers [even if you had all the best fun behind closed doors :P]
and Thank you fellow players&forumites, who have both blasted me to rust&ruin, and likewise evaporated before me.

I look forward to battle, and to the continued success our dear Devs in their subsequent pursuits.

Leggat.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: DrKillinger on January 17, 2013, 12:31:39 AM
Wow, haven't logged in here in ages, but I just had to retrieve my password so that I could come here and thank the devs for what they did for the BT franchise in the gaming arena.

When my friends and I first saw the videos for MWLL, we actually screamed. We couldn't believe we were seeing Mechwarrior in such high fidelity. We celebrated, found copies of Crysis Wars, and enjoyed the hell out of the mod.

It truly saddened me when I saw this news. I haven't played much since I got into the MWO beta, but I spent many hundreds of hours stomping around in my favourite mechs in the past, and have popped back now and then to see how the mod is doing. What you devs have achieved is astronomical, and I want to thank you personally.

As an aside, I was saddened by how violently hateful the community here has become with regards to MWO. I don't see why we should split our already small community, and I can attest to the strides being made by the MWO team. I implore you to step back and take another look at MWO at some point in the future- it's our current bastion of hope for the Mechwarrior brand. We need to support it and help it grow to and surpass standards set by this fantastic mod. All this said, I'm sure that the MWLL servers will be well alive for years to come!

The ceasing of development is a sad announcement, but as the developers for both games have explained, this is a tricky situation, with conflicts of interests within Crytek and with Microsoft having granted rights to a commercial project, this end was inevitable. Such is business.

Thanks, Wandering Samurai, for the great times you have afforded me with your heroic effort. Mechwarriors worldwide salute you.

Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Knightcrawler on January 17, 2013, 12:53:07 AM
I'm not gonna try to flame or anything, but one thing that irks me is when people use the word "inevitable" in the literal sense for decisions people make. Unless you're a determinist, in which case that's really an interesting philosophical stance, but it is ill suited to interpersonal activity. PGI made this happen; they could have not made it happen. That by itself is enough for me to not like MWO. It also happens that I find MWO a lot less fun (yes, I have played it recently), even if it is really pretty.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: 7.[WD]Ragor on January 17, 2013, 12:59:19 AM
(http://yaypennies.files.wordpress.com/2011/09/sad-rose.jpg)


I suppose I do not have to call out the names of people I really owe more thanks for their work than I can ever pay back.

I'll do it anyway.

First of all Ingrater - without him MWLL would have been died a quiet death a long time ago and nearly all of the unique features of MWLL would never have seen daylight.
Vlaad and TomTom - without them the buymenu would be much more simpler and the game by far not the beauty it can be without being a slideshow.
Wilson - by the very far too much to list in one sentence.
Sturmadler - for bringing quality into all the 3D assets and all the precious talks we had.
Aurailius - for all the (sad: mostly unrewarded) work and effort you put into the project.
Toth - for the 3 months of your hard work of coding saving the mod in early 2010.
KingLeerUK - for you awesome works on the sound effects.
KitLightning -  for always being around.
Seraph - for you hard work in the background providing the platform for whole project.
Flyingdebris - for sharing my point of view back in 2010.  ;)
Siege - for the outstanding texture work on many assets.
last but not least:
George Ledoux aka Duncan Fisher for your donated and outstanding work.


...and all the others I forgot to mention here which actually added anything positive to MWLL.



Cheers & Salute and thank you


Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Alexis Kerensky on January 17, 2013, 01:03:07 AM
Thanks guys it's been fun i'm sad i couldn't come in earlier than i did on  the up side Nice job on the new mechs I like the solitare and the new hud.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xarg Talasko on January 17, 2013, 01:05:16 AM
Well it's not the end of the game, just the end of cool new stuff for it.. by all means stick around and keep playing, and hopefully the team can put out any hotfixes they need to before the infrastructure for doing so is totally dismantled.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: TrollerLover on January 17, 2013, 01:23:01 AM
When my friends and I first saw the videos for MWLL, we actually screamed. We couldn't believe we were seeing Mechwarrior in such high fidelity. We celebrated, found copies of Crysis Wars, and enjoyed the hell out of the mod.

I too can clearly remember seeing MWLL first time in a youtube video. It was downright astonishing to me that someone would make their own mech game to be able to play the awesomeness that is mechwarrior. I clearly remember my friend showing me some gameplay video and I was instantly sold. It must not have been many days after that we were already playing.

I played MW4 a lot and like it even to this day. Somehow the gameplay always seemed a bit sluggish and imprecise, at least to me. Then came MWLL and showed how it should have been done in the first place. I was just blown away.

As an aside, I was saddened by how violently hateful the community here has become with regards to MWO.

What comes to MWO, I think it goes something like this: When MWO hit open beta, people migrated over just because it had the mechlab. It's been in every mechgame I've ever played, except ofcourse MWLL. The biggest disappointment in the game, really. It's a feature that forgives a lot of problems in MWO's gameplay. This migration caused crankiness in some people because the playerbase was already very thin, and was in danger to be depleted altogether. I bet everyone's heard the claim "MWO killed MWLL". To some degree this has been the case. Also people have been blaming PGI for pulling the plug on MWLL - which seems not to be the case, actually. We will see.

Then there are the people who tried MWO and didn't like it because it's missing about everything it should have. Not to mention those people who paid for MWO and got frustrated for not getting enough in return.

PGI has made some poor decisions regarding MWO and the game mechanics which again pisses more people off.

Lastly there's the issue of MWO and PGI being easy targets for blame and hatred because they do things differently as we are used to them in MWLL and other mech games.

These may not be the facts. It's just how I see things. Don't crucify me for my opinions.

EDIT: fixed the quote
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bloodycrow on January 17, 2013, 01:29:36 AM
The simple fact that this did not need to happen, and many people did not want it to happen, is what hurts and disappoints the most.

Reasons can be filled and excuses can be made, but at the end of the day, there was just no need for this to happen. That is my reasons for vitriol toward MWO.

I have no reason to believe MWO will get better. They don't want tanks. They don't want planes. They don't want battlearmor. They don't want big maps. They don't want RACs or MRMs or Heavy Lasers or ATMs or hovers or or or...
There's just no way they can surpass this mod. I certainly will not be checking it out in the future.

I do blame them. Because this didn't need to happen.

EDIT: Ha, gained my first negative score because of this post.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: TrollerLover on January 17, 2013, 01:34:37 AM
I do blame them. Because this didn't need to happen.

I find your blame misplaced. It's been worrying for quite some time now that MWLL just doesn't have enough players. We were too few.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Driller on January 17, 2013, 01:43:11 AM
o7 and thankyou MW:LL team


Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Driller on January 17, 2013, 01:45:12 AM
interesting last post
http://mwomercs.com/forums/topic/91411-in-preparation-of-news-to-hit/page__st__120
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bloodycrow on January 17, 2013, 01:46:55 AM
I do blame them. Because this didn't need to happen.

I find your blame misplaced. It's been worrying for quite some time now that MWLL just doesn't have enough players. We were too few.

As if the number of players matters whether development would stop or not. Yeah, player numbers probably would have made an impact for the devs, but that's debatable and likely different for each.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Rajveer on January 17, 2013, 02:55:58 AM
I find your blame misplaced. It's been worrying for quite some time now that MWLL just doesn't have enough players. We were too few.

MWLL was just going through a low point, it happened before every new patch. Or do you mean even during it's peak?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: CHHš Deathshade on January 17, 2013, 02:58:57 AM
(http://yaypennies.files.wordpress.com/2011/09/sad-rose.jpg)


I suppose I do not have to call out the names of people I really owe more thanks for their work than I can ever pay back.

I'll do it anyway.

First of all Ingrater - without him MWLL would have been died a quiet death a long time ago and nearly all of the unique features of MWLL would never have seen daylight.
Vlaad and TomTom - without them the buymenu would be much more simpler and the game by far not the beauty it can be without being a slideshow.
Wilson - by the very far too much to list in one sentence.
Sturmadler - for bringing quality into all the 3D assets and all the precious talks we had.
Aurailius - for all the (sad: mostly unrewarded) work and effort you put into the project.
Toth - for the 3 months of your hard work of coding saving the mod in early 2010.
KingLeerUK - for you awesome works on the sound effects.
KitLightning -  for always being around.
Seraph - for you hard work in the background providing the platform for whole project.
Flyingdebris - for sharing my point of view back in 2010.  ;)
Siege - for the outstanding texture work on many assets.
last but not least:
George Ledoux aka Duncan Fisher for your donated and outstanding work.


...and all the others I forgot to mention here which actually added anything positive to MWLL.



Cheers & Salute and thank you


Couldn't have said it better than that.

Salute All including Sky_walker my mentor and FlyingDebris the Born BT Artist. I hope they approve of the HUD
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Alexis Kerensky on January 17, 2013, 03:26:20 AM
Mguns?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Boost on January 17, 2013, 03:28:46 AM
Wow. I am still in disbelief. :'(

Regardless of the exact reasoning behind all of this (legal or not), I wanted to make sure to express my appreciation for all of the hard work (seen and unseen) by the team and community.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Terragent on January 17, 2013, 03:52:18 AM
Having had a night's rest and looked through all of the forum fallout (both here and elsewhere), all I can say now is that I'm genuinely sad to be seeing the end of MWLL. I haven't been playing for quite a while because of computer hardware issues, but I've keenly followed the game's progress on the forums and have been keenly looking forward to many of the features that we've been teased with over the last few months (free reticle in particular!)

With development ending here and now, I suppose I've run out of excuses. Time to upgrade/replace and get playing.

To the whole of the MWLL dev team, past and present: my sincerest congratulations and my deepest thanks. This has been the best multiplayer Mechwarrior game I have ever played, standing head and shoulders above every other title I have seen. The scope, the pacing, the combined-arms cooperation, and the visceral look and feel of the mechs and the weapons are all experiences I've never had with any other software. Thank you for all of your hard work, dedication, and enthusiasm in the face of a small and frequently contrary community. We only whined because we cared. ;)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Spifficus on January 17, 2013, 03:53:36 AM
I love this game! and I have much love the devs, alpha testers and all other contributors to this game. You guys did an amazing job here. Waaayyyyy better than that which shall not be named. I sincerely hope that all goes well for all of you after all of this is said and done. *Bows
I wish them bastards had given ya'll just alittle more time :( but oh well.
I, like so many others will still be playing this till there is no one else to play.

GOOD JOB EVERYONE!

MWLL FOREVER!!!!!  8)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: LeopardEnthusiast on January 17, 2013, 04:46:58 AM
interesting last post
http://mwomercs.com/forums/topic/91411-in-preparation-of-news-to-hit/page__st__120
Even if that is true...  that doesn't make sense.  MWLL was already better, and the unmentionable game's devs have pretty much proven that they don't intend to fix anything - if they did, they'd fix lagjenners before Open Beta, so why would MWLL's development be stopped because some people insisted on playing a worse game?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: AlfalphaCat on January 17, 2013, 05:01:13 AM
Well it's not the end of the game, just the end of cool new stuff for it.. by all means stick around and keep playing, and hopefully the team can put out any hotfixes they need to before the infrastructure for doing so is totally dismantled.

This can't be said enough.  This is actually good publicity for growing the LL player base.  I don't "need" to play MWO, to keep a small community afloat, as others have said.  MWLL is still a game that I feel the need to play.  It is actually fun, and I can always try different things to keep it fresh. 

I say, keep up the hate.  All involved deserve whatever vitriol we can muster.  If MWO was actually a good game, then I would understand the need for reconciliation.  As it stands, I will play LL 'til the end.  Hopefully this will give Deathshade the drive to finish Planetary automation and a real league to keep the fire burning.

It's not over 'til the fat lady sings, and I don't plan on singing anytime soon.  'Til the last Ranger crit fades on the horizon, we shall stand!  :) :D ;D 8)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Mekabuser=12thVR= on January 17, 2013, 05:59:50 AM
 I dont even know what to say but Im shocked at how much this news bothers me. Over the years I had nothing but the highest admiration for all those involved in this great endeavor. It used to give me great pleasure to just +karma the devs all the time because they DESERVED every conceivable bit of praise they could receive.

All I can say is that in my mind, you guys succeeded in ways very few people, or teams ever do. To bring balance to a combined arms game in the mechwarrior universe with so many diverse assets is quite frankly , amazing. People would complain , but honestly when it came to the game, the communication from the devs was so intelligent and well reasoned I never had anything but the utmost faith in your vision.

As far as fun, well damn, Ive never had more fun, more"memorable moments" than in this game.. If i were a dev, Id download that entire memorable moments thread.. Thats the essence of what you gave all of us.. Years of awesome.

You guys have every right to be proud and hold your head high.. I dont know if there is another community that flat out loves and respects what their devs gave them more than us.
I wish you all the greatest success.
~S~ mek.

Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Drakuba on January 17, 2013, 07:02:05 AM
You guys did this for free all the time, so why do you care about some stupid licence?
If I get it right, copyright were invented, so when you invent something, no one other can steal it and sell it like it was his... and because you don't selling this mod, you don't breaking any copyrights. When i draw Mickey Mouse on paper, i don't violate any rights, because i did so for my own use( If i wanted to sell it, its something different)

So i ask again, why do you care what some dude in suit says? Screw them and keep on with this great mod
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Byz on January 17, 2013, 08:27:55 AM
interesting last post
http://mwomercs.com/forums/topic/91411-in-preparation-of-news-to-hit/page__st__120
Indeed. Frak you Russ:
Russ Bullock
President
 
Staff Moderators

313 posts
Posted Today, 10:04 AM
Hey Everyone,

I know you haven't seen much of me lately, was pretty busy with the holiday season and a new baby in the family. I hope you will see more of me on the forums and in game soon.

Here is what I know.

Did we send a cease and desist letter? no we did not.

At GDC 2012 I met with the mod leadership which of course happens to work at Crytek so we see each other pretty much every trade show, great guy. At this GDC in casual unscripted conversation I asked him "why are we splitting the community at this point?" We both realized that the MWLL community was small and it really wasn't competing with MWO but still each time a feature was added to MWLL that was in MWO it felt as though we were doubling up effort to restore this great brand.

I expressed that we were not trying to shut anyone down but asked him how we might meld the two communities better and even look to possibly hire on any great talent what was in that project. ( Hey MWLL guys send in those resumes ) For a long time the IP was in the wind and MWLL is one of those games that really kept MW on peoples minds so the project and the individuals have our utmost respect.

We discussed this topic for a little while but again it was friendly and there was no threats of shutting the mod down just more of a sense of "Why are we doubling up efforts here?". After the show he contacted me expressing that they really wanted to finish what they started with MWLL and had a set of features that they would like to get done and asked if that was okay with PGI. They presented a very professional plan on the remaining work they wanted to complete and stated after that it would be time to stop production on MWLL. I thanked them for the plan and said that it all sounded great.

Now today's news comes and I can only assume that this last patch represents the final features from that presentation they gave me. I will reach out to my MWLL contact and confirm that this is true and have a conversation, if there are any updates we will let you know.

Again there was no combative relationship between MWO and MWLL, nor was there a cease and desist letter given.

Thanks.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: xInVicTuSx on January 17, 2013, 08:51:14 AM
Its too bad that they didn't hold off a bit and get MWO into more of a beta stage before they started letting people play it.
I've heard the feel of it was more alpha when they first started.
Because they started so early I feel MWLL is a better product for now, pulling the plug on it will not bring the two communities together, making a better product would've brought the two communities together.


Now there is bitterness... lol...
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Stahlseele on January 17, 2013, 09:57:38 AM
You guys did this for free all the time, so why do you care about some stupid licence?
If I get it right, copyright were invented, so when you invent something, no one other can steal it and sell it like it was his... and because you don't selling this mod, you don't breaking any copyrights. When i draw Mickey Mouse on paper, i don't violate any rights, because i did so for my own use( If i wanted to sell it, its something different)

So i ask again, why do you care what some dude in suit says? Screw them and keep on with this great mod
Technically, yes, you ARE actually guilty of copyright infringement because Mickey Mouse is their IP . .
but they don't usually care as long as you are not making them loook bad to too many people or you are making money with their idea without giving them their share . .

now guess which one it is in this case?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: (TLL)Siilk on January 17, 2013, 10:25:44 AM
A sad news for me, this whole affair. It really is. I wasn't really active for quite a while so I somehow feel guilty of not contributing anything while I still could. And now MW:LL has come to "the end"... I wasn't in touch with the rest of the MW:LL dev team for a while so I'm as clueless as the rest of you here about the reasons behind the ending of the development.

The whole situation with PGI and MWO is quite depressing and Russ Bullock's post on MWO forum feels very cheesy to me, as if he's trying to look uninvolved all while knowing he very much is. It's a real shame that honest enthusiasts who are creating something they love to share with the fellow fans of the BT universe are forced to stop their work because of some people's fear of their product being compared to this enthusiasts' work. BTW, I want to add that this is my personal opinion, I'm in no way represent the MW:LL dev team here. I hardly even have any rights to consider myself an "MWLL dev" any more, even though I still have the apprentice badge.

Speaking of which, this badge and all the rest of my MW:LL decorations will be cherished for the rest of my life, I am very proud of being the part of the MW:LL community and to some extent the development team for the past three years. It truly was the best community I've ever knew. Knowing all you guys was a real pleasure. Seyla!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: tedarin on January 17, 2013, 10:35:54 AM
Nooooo!

This is very sad news. This is the best interpretation of Mechwarrior, a work of art!
Thank you guys for all your effort, commitment for making the most awesome mod ever.

But sadly all good things have to come to an end, the most horrible part is that we're left with MW:O and MW:Tactics.
(Damn those sneaky lawyers...)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: TrollerLover on January 17, 2013, 11:22:09 AM
MWLL was just going through a low point, it happened before every new patch. Or do you mean even during it's peak?

This low point wasl the lowest I've ever seen. Let's hope the new release will get people gaming again!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: LeopardEnthusiast on January 17, 2013, 11:31:50 AM
MWLL was just going through a low point, it happened before every new patch. Or do you mean even during it's peak?

This low point wasl the lowest I've ever seen. Let's hope the new release will get people gaming again!
Let's hope it can keep them playing too - 'cause we're not getting another chance.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Snow Gibbon on January 17, 2013, 11:45:40 AM
I am going to sum up my undying love for all things MWLL with this image, my Top 5 most played games on Steam:

(http://i.imgur.com/mxv8l.png)

Also to note is that I have a shared account with my brother, so I have played those games less than that. However, he has never touched Crysis Wars, and neither have I touched the vanilla game: All that time is purely MWLL. And again, that's not including the time before 0.5.0 ( I think) when the game ran on the original Crysis.

It's been fun, I can tell you that.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Draekros on January 17, 2013, 12:11:21 PM
I am also going to add my thanks to the devs and the community for the best damn multiplayer 'Mechwarrior experience out there!
I have to say, I'm pretty sad we won't get to see those planned features, but I'm stoked at how far the mod has come in the time I have been here (since v4.0 - when I finally shelled out for Crysis  ;)). Anyway... I'll see you all on the battlefield!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Intak on January 17, 2013, 12:24:20 PM
You guys have a great product here and should be proud it.  Compared to both of the other games coming out, MWLL has them beat by far.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Kelmola on January 17, 2013, 01:13:02 PM
Found this quote way back in the 90's from Flying Corps Gold manual. I've been using it from time to time, and at the moment it sums up my feelings perfectly.

"The land that encircles us is an alien land. The life that swallows us up is an alien life. We live lin an alien country that we cannot know. Our home - our home is dead. And this home of ours was the Jasta."
--Rudolph Stark, commander of Jasta (fighter squadron) 35, German Imperial Air Service, upon hearing the disbandment of his unit at the end of the Great War
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Taltos on January 17, 2013, 01:16:10 PM
btw, is the current patch an incremental one, and if so, will the devs put together a 0.7_complete download we can preserve/spread, so that we don't have get a whole chain of patches from 0.0 to 0.7?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ch3m1kal on January 17, 2013, 01:28:14 PM
btw, is the current patch an incremental one, and if so, will the devs put together a 0.7_complete download we can preserve/spread, so that we don't have get a whole chain of patches from 0.0 to 0.7?

+1 to this
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Drakuba on January 17, 2013, 01:31:56 PM

Technically, yes, you ARE actually guilty of copyright infringement because Mickey Mouse is their IP . .
but they don't usually care as long as you are not making them look bad to too many people or you are making money with their idea without giving them their share . .

now guess which one it is in this case?

damn...BUT!

If I remember correctly, they said that you can add things that are currently "under construction" (Sorry, i currently don't know better English word expressing what i mean), and because you Dev's said that some things  "are at various stages of development" , doesn't this imply that you can keep working on things you add to your final release post?

Quote from: Our belowed MWLL dev team, which arranged that dream come true
Game Features:
- MechLab
- Aerospace HUD
- BattleArmor Claw
- Revised Buy Menu
- Revised Launch/Start menu
- User Selectable Ammo Types
- Full Damage/Impact sound set
- External Destructible Equipment Slots
- Finalized Internal Damage Components

Playable Assets:
- Kodiak
- Marauder
- Commando
- Schrek Tank
- APC variants
- Hunchback IIc
- Mobile Field Base
- Anhur Aerospace
- Xerxes Aerospace
- Kharnov Aerospace
- Svantovit Hovercraft
- Alacorn Assault Tank
- Commando Light ‘Mech
- Swiftwind Scout vehicle
- Corona Heavy Battle Armor
- Phalanx Heavy Battle Armor

Game Modes:
- Capture the Flag game mode
- Planetary Assault game mode
- Team Domination game mode

Maps:
- Cold Steel
- Scorched
- Palace Gates
- Cavernous
- Wildlands
- TC_Ascent
- TC_Breach
- TC_Clearcut
- TC_Enkeladus
- TC_Extremity
- TC_Harvest
- TC_IndustrialRiverbed
- TC_Ridgeline
- TC_Tremors
- SA_Vesuvius

Sound:
- In-game ambient music
- MWLL specific F-key radio dialog
- Unique sounds for each mech including ambience and movement/torso sounds
- Replacement sounds for every crysis weapon/asset
- Dialog for events: under 5:00 minutes, under 20 tickets, etc
- Replacement sound for all the subpar ticks, warnings, beeps, etc
- Elimination of sounds cutting out

so, when i look at it with my point of view, you should be allowed to finish all those things
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ELH_Vivicector on January 17, 2013, 01:59:37 PM
Oh, that new post on the front page. I got it. It is hard to argue about something, then you got a knife near your throat, isn't it? Ok, we, Russian guys, know how to read those statements. Our governments tries to feed them to us all the time, so kind of immunity has developed. Too bad, that they managed to spoil your last joke.  ;)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: cyofee on January 17, 2013, 02:02:43 PM
btw, is the current patch an incremental one, and if so, will the devs put together a 0.7_complete download we can preserve/spread, so that we don't have get a whole chain of patches from 0.0 to 0.7?

It shouldn't be too big a problem to also provide a "0.7.0-Full" at some point. At this time it's quicker for most people to just download the incremental patch.

I've served around 120GB worth of 0.7.0 so far and a grand total of around 4TB of MWLL since I started seeding it.

Quote
Damage of UAC2\5 against hovers decreased by 33%;
Best part of the changelog imho.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Kururu420 on January 17, 2013, 04:28:43 PM
Soooooooo why is this happening besides the excuse of time , i :'( mean its not like the community wont help...
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 17, 2013, 04:31:11 PM
It can be pretty much be summed up as

There really is no one to "blame" though in a "THEY DID THIS, THEY PULLED THE PLUG" kind of way

We made a mod on a pre-existing IP that at the time wasn't being used, and we did it through legal channels.

Fast forward to the current day, and the IP is now being used. Not only that, but the users of the IP are using the engine/technology that the founders of this project (Kami+Crim) now work for. Seeing as both of the mod founders work for Crytek on Cryengine 3, and PGI (who's using the IP in a higher up position) is using Cryengine 3, this creates an awkward situation where they basically had a mod project that competing with a commercial project using the same engine, and you work at the company that is letting this happen.

well said.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on January 17, 2013, 04:36:26 PM
Soooooooo why is this happening besides the excuse of time , i :'( mean its not like the community wont help...

(http://i.imgur.com/WK3mU.jpg)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 17, 2013, 05:39:06 PM
>_< damit Bill back in your box!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Knightcrawler on January 17, 2013, 05:54:39 PM
Square, if that were the case, they could just try to get the noncommercial license transferred to someone else. It might not be a 100% shot, but I wouldn't count it out. Microsoft handed out the noncommercial license before MWLL won tons of awards, after all.

Also people have been blaming PGI for pulling the plug on MWLL - which seems not to be the case, actually. We will see.

Not officially. But they did. If I post how, it'll just be deleted and the moderators will slap my wrist or something. I'll just say to read the official posts, and come to realize it's missing a piece or two.


You guys did this for free all the time, so why do you care about some stupid licence?
If I get it right, copyright were invented, so when you invent something, no one other can steal it and sell it like it was his... and because you don't selling this mod, you don't breaking any copyrights. When i draw Mickey Mouse on paper, i don't violate any rights, because i did so for my own use( If i wanted to sell it, its something different)

So i ask again, why do you care what some dude in suit says? Screw them and keep on with this great mod

Yes and no. There are limits to what you've said. Technically speaking, Wandering Samurai *doesn't* need anyone's permission to work on MWLL. Because they are not copying assets directly, they're not breaking copyright. The trick is the intellectual property of MWLL; the right to use the name "Masakari" along with that shape of mech, or frankly just to use that shape. All things being equal, most lawyers could win a case like this via the Fair Use clause, but Wandering Samurai doesn't have any lawyers. And all things wouldn't be equal because PGI could stretch out the proceedings and bleed Wandering Samurai dry. Might makes right, after all...


Technically, yes, you ARE actually guilty of copyright infringement because Mickey Mouse is their IP . .
but they don't usually care as long as you are not making them loook bad to too many people or you are making money with their idea without giving them their share . .

now guess which one it is in this case?

Doing something like that falls under Fair Use. But, you still have to go to court over it if the rights' holder challenges you.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Silvercraft on January 17, 2013, 07:18:17 PM
I'm posting my thoughts here because I don't want to make a new topic:

This final release 0.7.0 is great BUT did we just lose some of that special 'combined arms' feeling since there are no starting rank air assets anymore?!

One of the best things about this game is the freedom of choice.  Previously anyone could start with any type of asset they wanted. Now you must be a mechwarrior killing machine before you can buy that paper-armored contraption called ASF / VTOL. Just one cheap light air-support or scout variant would be enough to bring back that magic. There must be still room for balance checks if nothing else.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 17, 2013, 07:30:59 PM
Square, if that were the case, they could just try to get the noncommercial license transferred to someone else. It might not be a 100% shot, but I wouldn't count it out. Microsoft handed out the noncommercial license before MWLL won tons of awards, after all.

Honestly, any type of "obstructionist" action (open for broad interpretation which is why it's so dangerous, in this case anything that would not result in MWLL being shut down) on the part of the founders could have had very REAL repercussions on their careers.  Being a manager of project teams I know the vast amount of communication is unspoken and implied. The majority of executives I've worked for (this is just me and i'm using a very broad brush here) are inherently selfish and couldn't give 2 bits about the people working under them as long as the deal goes through.


Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: blasto on January 17, 2013, 07:38:40 PM
This isn't to relevant to the discussion, but since someone mentioned Mickey Mouse, I figured I'd just put this here:

http://www.techdirt.com/articles/20080822/1750312073.shtml (http://www.techdirt.com/articles/20080822/1750312073.shtml)

It just gives a little more insight into how these major corporations conduct their business.  They really can behave like a lot of spoiled children.  Shame.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Cerlin on January 17, 2013, 07:56:54 PM
This was a fantastic project and experience and I really enjoyed playing the game over 2012.  I hope that all the devs are able to find gainful employment and keep making awesome games.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Tufted Titmouse on January 17, 2013, 08:32:42 PM
So wait a sec, if I'm reading all the posts so far right, MWLL is only frozen in terms of assets that can be added. Mechs, vehicles, aeros, weapons, etc. Doesn't that mean purely gameplay aspects of the game can still be finished/improved? I'm pretty sure Microsoft doesn't own the copyrights to the idea of internal components, or Planetary Assault game modes.

Am I missing something? The only reason not to continue work is that the devs are tired of all the legal assholery.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ressk [CSF] on January 17, 2013, 08:39:29 PM
Ok some serious praise here:

the #1 thing i absolutely love so much about this patch asides from free-reticle(WHICH IS AWESOME) is...


SLAP-BANG!

gauss rifles are friking BAWSE sounding now.

thank you so much devs. thank you  :'( (tears of joy)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ingrater on January 17, 2013, 08:41:11 PM
I'm glad you like the free reticle. So far only critisism was raised in the free reticle thread.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Stahlseele on January 17, 2013, 09:06:10 PM
I'm glad you like the free reticle. So far only critisism was raised in the free reticle thread.
it's one of the parts i don't like about MWO, but in here, i can get around that problem by driving tanks and using the BA.
is it implemented as it is in MWO, where one reticule follows the arms and one stays to show where torso weapons are pointing?
MW3 had a free reticule for all weapons, arm and torso mounted, that was kinda silly, but simpler to use . .
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ingrater on January 17, 2013, 09:11:04 PM
Its a free reticle for all weapons to some extent. not two reticles as in MWO
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Chezzar on January 17, 2013, 09:17:39 PM
I'm glad you like the free reticle. So far only critisism was raised in the free reticle thread.

I like it too. One interesting side effeckt: It's really difficult to aim in a fast going mech like the solitare or Owens. Thats a great way of balance: You are difficult to hit, but you don't hit often either.

Its a free reticle for all weapons to some extent. not two reticles as in MWO

Thanks god, I hate the two reticles of MWO. Ruined the Centurion D for me because the AC always wanders off.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ingrater on January 17, 2013, 09:19:37 PM
I like it too. One interesting side effeckt: It's really difficult to aim in a fast going mech like the solitare or Owens. Thats a great way of balance: You are difficult to hit, but you don't hit often either.

Did you try using the free reticle mode for aiming in these assets?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Chezzar on January 17, 2013, 09:25:02 PM
I like it too. One interesting side effeckt: It's really difficult to aim in a fast going mech like the solitare or Owens. Thats a great way of balance: You are difficult to hit, but you don't hit often either.

Did you try using the free reticle mode for aiming in these assets?

No, only the default torso follow mode. Mayby i should give it a try. Sadly i don't get to play until tomorrow because i am on nightwatch now.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Avatar on January 17, 2013, 09:54:38 PM
*well-deserved praise for the devs*

And still the mod never got the CSF Seal of Approval... ;)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ressk [CSF] on January 17, 2013, 10:02:23 PM
*well-deserved praise for the devs*

And still the mod never got the CSF Seal of Approval... ;)

YES IT DID! IT DID! http://forum.mechlivinglegends.net/index.php/topic,13074.120.html

and here it is again!

this mod earned it!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on January 17, 2013, 10:04:48 PM
*well-deserved praise for the devs*

And still the mod never got the CSF Seal of Approval... ;)

They had to chuck it away, it was starting to stink up the refrigerator.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Avatar on January 17, 2013, 10:05:57 PM
Ach, damn. Sorry.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Freeborn_Toad on January 18, 2013, 12:47:13 AM
MWLL went from being what was probably my favorite game in 0.6.1 to something I don't think I will ever play again as of 0.7.0.

It's like a game within a game within a dirty fishbowl. Immersion level has dropped so far that I cannot even tell what is going on 4/5ths of the time in the new patch. The new HUDs are quite possibly the worst change I could have imagined. They are cluttered, inefficient, and seem to prioritize form over function. Worse, they are obtrusive and seriously get in the way of the game. Free-reticule is also horrible, but at least that can be disabled. Overall, it feels much more like MWO, and I uninstalled that piece of crap five minutes into my first game.

I know many will like the changes and I'm not trying to disparage the devs or trivialize the work that went into the release; I'm just expressing my honest opinion that I can no longer play this game. I was hoping there would be a silver lining to the effective end of the project in that the game, packaged along with Crysis Wars (or it's demo), could be released as an all-in-one that would be considerably more accessible, without having to worry about anyone shutting it down (or blaming the devs for it)...but even if that happens now, it's almost certainly to happen with 0.7.x meaning that I won't be able to participate.

Anyway, it's been a great three years. Thanks for the fun.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Tufted Titmouse on January 18, 2013, 03:40:59 AM
MWLL went from being what was probably my favorite game in 0.6.1 to something I don't think I will ever play again as of 0.7.0.

It's like a game within a game within a dirty fishbowl. Immersion level has dropped so far that I cannot even tell what is going on 4/5ths of the time in the new patch. The new HUDs are quite possibly the worst change I could have imagined. They are cluttered, inefficient, and seem to prioritize form over function. Worse, they are obtrusive and seriously get in the way of the game. Free-reticule is also horrible, but at least that can be disabled. Overall, it feels much more like MWO, and I uninstalled that piece of crap five minutes into my first game.

I know many will like the changes and I'm not trying to disparage the devs or trivialize the work that went into the release; I'm just expressing my honest opinion that I can no longer play this game. I was hoping there would be a silver lining to the effective end of the project in that the game, packaged along with Crysis Wars (or it's demo), could be released as an all-in-one that would be considerably more accessible, without having to worry about anyone shutting it down (or blaming the devs for it)...but even if that happens now, it's almost certainly to happen with 0.7.x meaning that I won't be able to participate.

Anyway, it's been a great three years. Thanks for the fun.

Well, that's a shame Toad. I hope you'll try to adapt to the changes and enjoy some fun times with us if you can, otherwise, we'll miss you.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Defender on January 18, 2013, 05:23:50 AM
MWLL went from being what was probably my favorite game in 0.6.1 to something I don't think I will ever play again as of 0.7.0.

It's like a game within a game within a dirty fishbowl. Immersion level has dropped so far that I cannot even tell what is going on 4/5ths of the time in the new patch. The new HUDs are quite possibly the worst change I could have imagined. They are cluttered, inefficient, and seem to prioritize form over function. Worse, they are obtrusive and seriously get in the way of the game. Free-reticule is also horrible, but at least that can be disabled. Overall, it feels much more like MWO, and I uninstalled that piece of crap five minutes into my first game.

I know many will like the changes and I'm not trying to disparage the devs or trivialize the work that went into the release; I'm just expressing my honest opinion that I can no longer play this game. I was hoping there would be a silver lining to the effective end of the project in that the game, packaged along with Crysis Wars (or it's demo), could be released as an all-in-one that would be considerably more accessible, without having to worry about anyone shutting it down (or blaming the devs for it)...but even if that happens now, it's almost certainly to happen with 0.7.x meaning that I won't be able to participate.

Anyway, it's been a great three years. Thanks for the fun.

Sorry to hear that.

This HUD has been in development for almost two years, so feeling like MWO isn't intentional since it was in development before they even started. I know it's quite a few changes in a very short period of time and may be hard for veterans to adjust to, but this has been planned for quite some time. Aside from the HUD aesthetic (which is irreversible and also has been in development for over a year), the freelook can be made to function like the original with the ability to turn it on as a toggle rather than default.

Thanks for participating. Hopefully you give it another shot.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =KoS= Eldragon on January 18, 2013, 06:28:30 AM
Is there some way of increasing the contrast with the new hud? I frequently lose track of the free aim reticule since the green color blends in so well with other green and brown things on the map.

Disabling free-look "fixes" the problem in that I always know the reticule is in the center.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ACE FIGHTER on January 18, 2013, 06:37:09 AM
No operater voice when I buy vehicle, what
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: :( on January 18, 2013, 06:41:28 AM
which vehicle?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ACE FIGHTER on January 18, 2013, 08:12:28 AM
Oh it works now. Sorry.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Mech Daddy on January 18, 2013, 09:48:33 AM
I don't know why they changed the already working, near perfect hud.

But with a few adjustments (FIX THE FONT - IMPOSSIBLE TO READ PIXELATED TEXT) and remove some unnecessary shit from it (that huge circle).
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ch3m1kal on January 18, 2013, 10:14:16 AM
Umm the huge circle indicates the movement of your torso so it's kind of crucial information to have with the new reticle system.
I do agree on the font issue, the weapons list especially is very hard to read and the weapon selection bracket is very hard to see.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Taltos on January 18, 2013, 10:31:55 AM
Is there some way of increasing the contrast with the new hud? I frequently lose track of the free aim reticule since the green color blends in so well with other green and brown things on the map.
^this! please?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =CJW= Zweistein000 (W) on January 18, 2013, 10:43:46 AM
I'm glad you like the free reticle. So far only critisism was raised in the free reticle thread.

Hey, HEY... Just remember: those of us that Love it aren't writing complains but are playing with it. It's an excellent piece of work, but it does look like it needed 1-2 weeks of work to be completely bug free.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Spooky on January 18, 2013, 11:27:33 AM
Sorry to hear that.

This HUD has been in development for almost two years, so feeling like MWO isn't intentional since it was in development before they even started. I know it's quite a few changes in a very short period of time and may be hard for veterans to adjust to, but this has been planned for quite some time.

It's not really about adjusting, imho. The choice of colours, fonts, styles and design just makes things harder to make out than in the old HUD, especially in the heat of battle. And there is absolutely no reason it had to be that way. Many of these concerns were brought up in March, but with no effect on the process. But seeing as the HUD was so long in the development, I can see why.

I know, I know... anything I say will be construed as unnecessary negative feedback. But that's how I felt when the HUD was first released and now that I am able to play with it, I am quite saddened that everything I feared is as it is and that it really does bother me more than I had hoped. Since change is not possible anymore, I'll not go into detail as I usually do.



I am very grateful though for what the MWLL team has achieved. In the last two years or so, MechWarrior: Living Legends has brought me the most fun of any computer game. It even slowly pushed every other game I had played out of my life ;). MWLL was the only one. Every day when I had the chance (and more recently, when there were actually players to play with) I played MWLL, nothing else. So much addictive fun, so many tactical decision, so much strategic yelling at team mates, so much destruction. So much.. it's hard to express my gratification and respect.

It was a hell of a ride.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: cyofee on January 18, 2013, 12:02:19 PM
Quote
I know, I know... anything I say will be construed as unnecessary negative feedback. But that's how I felt when the HUD was first released and now that I am able to play with it, I am quite saddened that everything I feared is as it is and that it really does bother me more than I had hoped. Since change is not possible anymore, I'll not go into detail as I usually do.
A year ago it was "hypernegativity" and "why are you judging a work in progress", now it's "too late". On the other hand, many people seem to like the new HUD, so it's not all wrong.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Rajveer on January 18, 2013, 12:06:55 PM
Just remember: those of us that Love it aren't writing complains but are playing with it. It's an excellent piece of work, but it does look like it needed 1-2 weeks of work to be completely bug free.

Exactly, it's bloody awesome and I'm loving it! But also remember that this isn't a missing texture or shown ammo types that you can't buy, aiming is a core mechanic of the game and it needs to be as perfect as possible if the game is going to continue to be enjoyed after development ceases. The criticism is just feedback by a bunch of people trying to give you time to perfect it before our final final patch :(
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ACE FIGHTER on January 18, 2013, 12:12:44 PM
This situation is what I said. lol

I hope dev will change zoom in hotfix at least. Why zoom affect some parts of HUD?
It's not good for gameplay & very unnatural. :p
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Spooky on January 18, 2013, 12:20:48 PM
Haha this situation is what I said.

I hope dev will change zoom in hotfix at least. Why zoom affect some parts of HUD?
It's not good for gameplay & very unnatural.

I think it was somewhere mentioned, that it's a bug that some elements are moving away (like the radar). However, the reticule centering on zoom is intentional. The problem is, that MWLL has a full screen zoom and the view's orientation is currently locked to the torso's orientation.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ACE FIGHTER on January 18, 2013, 12:41:08 PM
Old hud didn't have any problem...

rader go out of screen :/
http://postimage.org/image/o4uda2ylx/

we don't need this meaningless zoom of hud. please fix this at least
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Gouty on January 18, 2013, 01:02:07 PM
I disagree, I really like the new way that zoom works.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Rajveer on January 18, 2013, 01:21:56 PM
I disagree, I really like the new way that zoom works.

So do I, I think it makes the pilot have to think about situational awareness a bit more. They now have to make a decision between zooming in and focusing on a small area without much radar help, or having a larger overview of the area.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on January 18, 2013, 01:23:54 PM
Yeah I've no problems with the UI or the zoom personally.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: LeopardEnthusiast on January 18, 2013, 01:31:35 PM
I disagree, I really like the new way that zoom works.
It's kind of annoying when trying to act as long-ranged fire support - sure, there's the map, but it's usually more convenient to see how far you'd need to turn to be pointing towards a target, and to see just you, your allies, and your enemies.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ~SJ~ Blhurr on January 18, 2013, 01:43:32 PM
Ya I really like the new zoom myself. I can see however where video game minimalists might not like the new HUD. Some people need every pixel to have a function or they don't like it.  I wonder though if there is an underlying physiological issue with the HUD for some people. I'm making out the HUD details just fine.  Maybe some people are having genuine trouble seeing it and not from a purely aesthetic perspective.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: AlfalphaCat on January 18, 2013, 02:12:56 PM
Well, one thing is the jittery reticule.  Many have complained, but the work around is simple.  Go into the options/keyboard and mouse settings and toggle on mouse smoothing.  Fixes that.  I have noticed that with some assets zooming can throw off aim at first, but it is still playable, and in no way game breaking.  It's good now, but with a few minor adjustments it will be golden. 

If possible lessen that big circles opacity.  Otherwise I have had very few problems with the new HUDs.  I actually love that the map boobs is in less distracting place.  Before I felt like I had to concentrate on both, but she's just fine if I just focus on the one that matters most. :P :P
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Vlaad on January 18, 2013, 02:49:01 PM
It's not really about adjusting, imho. The choice of colours, fonts, styles and design just makes things harder to make out than in the old HUD, especially in the heat of battle. And there is absolutely no reason it had to be that way. Many of these concerns were brought up in March, but with no effect on the process. But seeing as the HUD was so long in the development, I can see why.

I know, I know... anything I say will be construed as unnecessary negative feedback. But that's how I felt when the HUD was first released and now that I am able to play with it, I am quite saddened that everything I feared is as it is and that it really does bother me more than I had hoped. Since change is not possible anymore, I'll not go into detail as I usually do.
Non paid teams means that sometimes we have to go with the flow to keep making it. It was decision of superiors at the time. Being forced to release NOW instead of when its ready did not help either.

Id personally like to see some cleanup but its far from being a waste. Rather than nitpick try to relax and give it a chance with more open mind. We are lucky to get so far.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xesle on January 18, 2013, 03:00:57 PM
My only complaint about the new HUD thus far is that it makes hitting ASF in mechs practically impossible.  While I'm on the topic of ASF, a few things are bothering me. 

1) No rank 1 ASF assets whatsoever
2) The Tbolt Shiva is more expensive than the Hgauss model?
3) Why do firebombs now have at least 6 spare tons of ammunition which reload fast enough to kill pristine assault mechs in a matter of seconds, yet Tbolts still take longer than this mod's entire development period to reload and are no longer on the Sulla?
4) I've heard folks saying that their ASF are melting without the heat even touching the redline.  I assume that this is because of the decrease in overheating temperature, so the old HUD's redline should be modified to reflect that change.

And please don't think that I'm one of those folks who hate ASF, think they ruin the game, etc, because I don't, I just think they're kind of unfun as of right now.  Yesterday I killed two Masakaris back to back with the flying Fafnir, both the LBX5 boats.  If not for the immense difficulty now presented to AA mechs, I've no doubt I'd have lost a few more planes than I actually did that match.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Rajveer on January 18, 2013, 03:03:40 PM
My opinions: I think there are too many unnecessary lines for graphical effect, either that or the main reticle needs to be more obvious. As Eldragon said it's easy to lose it when you're not focusing on it and are instead focusing on the enemy mech. The quick fix would be to just dial down the colours or add some transparency on everything other than the reticle.

Also, the weapon groupings font is readable, but the game information isn't pleasant to look at (ticket count, time e.t.c).

Finally, the white bar and column on the weapons groupings needs to be more obvious, it's hard to see at the moment.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on January 18, 2013, 04:14:27 PM
I'm afraid it's likely going to be a case of dale with it, which ofc is why we are all sad.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Cygma on January 18, 2013, 04:23:29 PM
Sad thing about this being final, but i guess the achievements of the team stand out even without reaching 1.0 8)
Too bad i didnt have time to help out on the final push.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KorJax on January 18, 2013, 05:14:35 PM
Makes me sad that I couldn't find more than one full server last night. This is one of our biggest and most important releases ever, and one of our best playing (IMHO), and yet we have less population after a release than any version we've ever done prior. Sad.

You guys need to help spread the word to other PC gaming communities and news websites so our final release can go out in a proper bang, versus dieing the whimpering death it is currently experiencing. I was hoping we'd have a solid group of players going around the clock for at least a few months now but at this rate the mod playerbase is dead by mid-feburary  :-\
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Spooky on January 18, 2013, 05:29:33 PM
Rather than nitpick try to relax and give it a chance with more open mind.

I think I have given it plenty of chance ;). It's my favorite game after all. Ever since the release I got in several times a day, thinking every time that it can't be so bad. But for me, it is :(. I share the same feelings as Freeborn_Toad. I don't know what else to do and there is also nothing that can be done by anyone else. Even if you, the developers, would have the chance to change things, you would not change it.



Makes me sad that I couldn't find more than one full server last night. This is one of our biggest and most important releases ever, and one of our best playing (IMHO), and yet we have less population after a release than any version we've ever done prior. Sad.

You guys need to help spread the word to other PC gaming communities and news websites so our final release can go out in a proper bang, versus dieing the whimpering death it is currently experiencing. I was hoping we'd have a solid group of players going around the clock for at least a few months now but at this rate the mod playerbase is dead by mid-feburary  :-\

It's too early to tell, imho. So far it's not any worse than in the weeks or days leading up to the release. Though may be the influx of players that are coming back and the "drop outs" (for whatever reason) are kind of equal.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Come and See on January 18, 2013, 05:36:06 PM
Late to party, but will like to play around with these changes later.

Quote
Thunderbolt
- Thunderbolt5-20 ammo per ton increased;

Firebombs
- Damage reduced by 50%;
- Ammo per ton increased from 1 to 3

I like these changes.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ShotgunSpiff on January 18, 2013, 07:02:54 PM
Makes me sad that I couldn't find more than one full server last night. This is one of our biggest and most important releases ever, and one of our best playing (IMHO), and yet we have less population after a release than any version we've ever done prior. Sad.

You guys need to help spread the word to other PC gaming communities and news websites so our final release can go out in a proper bang, versus dieing the whimpering death it is currently experiencing. I was hoping we'd have a solid group of players going around the clock for at least a few months now but at this rate the mod playerbase is dead by mid-feburary  :-\

Can any of the Devs update the MODDB page 1 last time?
http://www.moddb.com/mods/mechwarrior-living-legends

EDIT: That and a post to the front page about how Community Maps will keep this game alive.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Stahlseele on January 18, 2013, 07:14:32 PM
@KorJax
Come Weekend, there may be some more players online.
Weekdays where we have to work, it's not that easy . . .
Sadly, i'll be busy this weekend, but i'll try to squeeze in some hours here and there to have a look at the new version myself.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Warlord Kentax on January 18, 2013, 07:19:43 PM
Late to party, but will like to play around with these changes later.

Quote
Thunderbolt
- Thunderbolt5-20 ammo per ton increased;

Firebombs
- Damage reduced by 50%;
- Ammo per ton increased from 1 to 3

I like these changes.

I haven't tried them out yet, but I will certainly like not having to fly back to base constantly.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: okaolias on January 18, 2013, 08:57:38 PM
Can any of the Devs update the MODDB page 1 last time?
http://www.moddb.com/mods/mechwarrior-living-legends

EDIT: That and a post to the front page about how Community Maps will keep this game alive.

Opens link: "Will you be a living legend or a forgotten casualty?"

...
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Sxooter on January 18, 2013, 10:06:42 PM
Since this is the final beta release, can we now turn off the crash report widget?  I'd imagine no one will be looking at those anymore.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Malaclypse on January 18, 2013, 10:21:37 PM
Late to party, but will like to play around with these changes later.

Quote
Thunderbolt
- Thunderbolt5-20 ammo per ton increased;

Firebombs
- Damage reduced by 50%;
- Ammo per ton increased from 1 to 3

I like these changes.

I haven't tried them out yet, but I will certainly like not having to fly back to base constantly.

The sparrowhawk with the 2x Tbolt10, TAG, and 2t of ammo is rather amusing to fly.

Worth noting is that Tbolt's apparently do NOT manually lock on at all anymore.  But ARE guided by TAG / NARC.  I don't know if this is intentional or not.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: lordgrog on January 18, 2013, 10:32:03 PM
Makes me sad that I couldn't find more than one full server last night. This is one of our biggest and most important releases ever, and one of our best playing (IMHO), and yet we have less population after a release than any version we've ever done prior. Sad.

You guys need to help spread the word to other PC gaming communities and news websites so our final release can go out in a proper bang, versus dieing the whimpering death it is currently experiencing. I was hoping we'd have a solid group of players going around the clock for at least a few months now but at this rate the mod playerbase is dead by mid-feburary  :-\

Yeah, but dropping support for a game is pretty much always a deathknell - we were only juuuuuust starting to stabilise a little after SJ and the others left amid all the rumours. And with all the goodbyes and stuff flying around and the tone of this release... Everyone's bummed.  :'(

Even I'm disappointed. I mean, really really disappointed (more than someone should be about a video game) that MWLL will never become what it was slowly growing into. Late to the party (following since earlier but only playing since 0.4) but for the past two years, MWLL has eaten 80% plus of my videogame time and it's had me checking the forums almost daily. So THANK YOU DEVS (yes, caps) for the millions of bucks worth of development time, for what was shaping up to be *the* best combined arms FPS ever (easily the best Mechwarrior/Battletech multiplayer experience ever) and for the way you've interacted/engaged with your community - even when half the time we just bitch and critique.

Also, MWLL has had easily the least terrible playerbase I've ever experienced in an online game (never played a game before where *I* was one of the more obnoxious players). So to all those assholes who've been around ingame - "Keep firing, assholes!" Heheh, but srs - rock on, dudes.

This feels almost like a second death for Mechwarrior. MWO's just been generating way, way more negative, than positive hype of late - we all know where that leads. Unless Piranha pull something truly spectacular out of their asses (signs of that not looking good) the IP will be dead again within a couple of years. FCUK!  :'(  K, imma stop typing now and go shoot up some battlemechs.



TLDR: Thanks all - hope to see you mofos in game over the next few months!
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ~SJ~ Atlessa on January 18, 2013, 10:44:55 PM
Unless Piranha pulls something truly spectacular out of their asses (signs of that not looking good) the IP will be dead again within a couple of years.

This.
THIS is the saddest part about it all.  :'(
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Stahlseele on January 18, 2013, 10:55:31 PM
No, the saddest part is the end of MWLL.
The IP, i don't really care about all that much.
/me wants a good game using big stompy and shooty robots.
And MWLL IS that good game with big and stompy robots . . .
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 18, 2013, 11:14:47 PM
HUGS FOR EVERYONE!!!

Seriously, this line

Quote
This feels almost like a second death for Mechwarrior.

Really hit me hard  :'( cause of how true it felt.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Tufted Titmouse on January 18, 2013, 11:54:06 PM
Unless Piranha pulls something truly spectacular out of their asses (signs of that not looking good) the IP will be dead again within a couple of years.

This.
THIS is the saddest part about it all.  :'(

If Piranha doesn't pull something out of their asses, and MW Tactics fails, then MWLL will most likely come to life again. There IS a silver lining, no matter how small.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: okaolias on January 19, 2013, 12:07:21 AM
Since this is the final beta release, can we now turn off the crash report widget?  I'd imagine no one will be looking at those anymore.

Nope, people will be looking at those and remembering the time when they mattered. Do make sure to remove them in the final hotfix. Leaving them up would be cruel. I hope they're being somewhat helpful in the meanwhile.

I also don't care terribly about the IP. As I've said in the past, the other mechwarrior games have failed to keep me interested for any length of time. This game was special, both gameplay and community wise, so I stuck with it. I've learned a lot about battletech and I've had my passion for giant robots rekindled, through it, for the first time since childhood, though. Especially the awkward, stompy kind.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ch3m1kal on January 19, 2013, 12:21:52 AM
On a less depressing note, is it just me or were the mech searchlights changed? I played some dustbowl earlier and i just love using the whammy on this map. Hit the searchlight and it's slightly blueish in color with a more focused beam and longer throw.
Anyone else noticed that?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: metziih on January 19, 2013, 12:33:58 AM
What would happen if this mod started receiving unofficial community made updates/patches/fixes?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xarg Talasko on January 19, 2013, 12:47:17 AM
That would most likely involve the removal or bypassing of the client protection, unlikely to happen.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Warlord Kentax on January 19, 2013, 01:05:29 AM
No, the saddest part is the end of MWLL.
The IP, i don't really care about all that much.
/me wants a good game using big stompy and shooty robots.
And MWLL IS that good game with big and stompy robots . . .
I don't care so much about the IP either. MWLL was my first Battletech/mechwarrior game.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Incubus 24-7 on January 19, 2013, 01:46:04 AM
Unless Piranha pulls something truly spectacular out of their asses (signs of that not looking good) the IP will be dead again within a couple of years.

This.
THIS is the saddest part about it all.  :'(

If Piranha doesn't pull something out of their asses, and MW Tactics fails, then MWLL will most likely come to life again. There IS a silver lining, no matter how small.

Yeah MWO is so sad on ist own, that I lost hope for it.
honestly if what you say is true and after f***ing up their stuff we could have more MWLL.

Well then...

... I wish them all the bad luck they can possibly have, so their dumb game crashes as fast as possible.

I guess I will Change my game Name to silver lining now  ;)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KorJax on January 19, 2013, 04:27:53 AM
What would happen if this mod started receiving unofficial community made updates/patches/fixes?

Well feel free to do stuff like mapping and what nots. I don't imagine you'd be able to do code changes though since that'd require the SDK in addtion to our code base and the entire (50GB+?) developer SVN, which isn't happening for multiple reasons (1. Its no longer there anymore, though I personally have a very old copy of it on my hard drive and 2. releasing the svn to the public, ignoring the fact that you'd need phat torrent box seeding something that big anyways, would be the same thing as "continuing development" and a pretty big breach of not only our agreement but also the actual liscense we got when we started the mod).

EDIT: Also as an aside, email news tips about the 0.7.0 release on your favorite gaming news sites like PC gamer, Rock Paper Shotgun, Dtoid, Kotaku, etc! And spam their fourms as well (okay don't really, just one thread will do). The more people that do this the more likely it'll get posted, and as such the more fresh meat you get to kill :D
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Chavez_Ninja on January 19, 2013, 04:57:17 AM
Congrats to all the devs and anyone else who contributed to all the hard work here at MWLL! I'm going to be sad to see this come to an end.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Tufted Titmouse on January 19, 2013, 05:04:12 AM
What would happen if this mod started receiving unofficial community made updates/patches/fixes?

Well feel free to do stuff like mapping and what nots. I don't imagine you'd be able to do code changes though since that'd require the SDK in addtion to our code base and the entire (50GB+?) developer SVN, which isn't happening for multiple reasons (1. Its no longer there anymore, though I personally have a very old copy of it on my hard drive and 2. releasing the svn to the public, ignoring the fact that you'd need phat torrent box seeding something that big anyways, would be the same thing as "continuing development" and a pretty big breach of not only our agreement but also the actual liscense we got when we started the mod).

EDIT: Also as an aside, email news tips about the 0.7.0 release on your favorite gaming news sites like PC gamer, Rock Paper Shotgun, Dtoid, Kotaku, etc! And spam their fourms as well (okay don't really, just one thread will do). The more people that do this the more likely it'll get posted, and as such the more fresh meat you get to kill :D

So wait a sec... Nobody backed up the 50+ gigs of data that you guys spent how long working on? 6 years? That's pretty hard to believe.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KorJax on January 19, 2013, 05:09:29 AM
What would happen if this mod started receiving unofficial community made updates/patches/fixes?

Well feel free to do stuff like mapping and what nots. I don't imagine you'd be able to do code changes though since that'd require the SDK in addtion to our code base and the entire (50GB+?) developer SVN, which isn't happening for multiple reasons (1. Its no longer there anymore, though I personally have a very old copy of it on my hard drive and 2. releasing the svn to the public, ignoring the fact that you'd need phat torrent box seeding something that big anyways, would be the same thing as "continuing development" and a pretty big breach of not only our agreement but also the actual liscense we got when we started the mod).

EDIT: Also as an aside, email news tips about the 0.7.0 release on your favorite gaming news sites like PC gamer, Rock Paper Shotgun, Dtoid, Kotaku, etc! And spam their fourms as well (okay don't really, just one thread will do). The more people that do this the more likely it'll get posted, and as such the more fresh meat you get to kill :D

So wait a sec... Nobody backed up the 50+ gigs of data that you guys spent how long working on? 6 years? That's pretty hard to believe.

Oh I'm sure everyone who was involved with this final release and testing has at least the actual mod branch (not the fluff stuff like documents/guides/resources/etc) downloaded otherwise it wouldn't have been releasable :P . I would have myself if I knew to download it all beforehand instead of having one thats 8-10 months old ;D I was just saying that the actual svn itself with pretty much all the stuff isn't active or on any kind of repository anymore, as the server where all the mod data is held was taken offline.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: TheSneak on January 19, 2013, 05:33:54 AM
A really sad day in my gaming life.

Mechwarrior Living Legends is THE ultimate battletech experience, a true credit to the passion and dedication of our volunteer dev team. To have made such an incredible game using only your own skills, time and resources is something you should all be proud of. Thankyou.

I sincerely wish all the dev team, past and present, the very best for the future whatever it might hold.


Now I look forward to being part of the ongoing community of players for many years to come! I will be there raging with the rest of you when the last server finally crashes.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: (TLL)Siilk on January 19, 2013, 06:47:36 AM
HUGS FOR EVERYONE!!!

Seriously, this line

Quote
This feels almost like a second death for Mechwarrior.

Really hit me hard  :'( cause of how true it felt.
QFT
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [CG]Anastasius Focht on January 19, 2013, 07:45:50 AM
I dont get it folks  ???

We are not here to bury MWLL, we should be celebrating its life

There will be some hotfix's, after which we have the best Battletech game ever created to play with.
Iconic Mechs, with tanks aerospace and BA.
Great maps, with more maps to come.

I hosted a PR1 mercs server long after zonematch went down, this is 100 times better a game to get your Multiplayer BT fix with.

Personally i'm waiting on a fix for my gamepad issues, but if it doesnt happen, i will specialise in BA and play anyway.

Ive played Battletech since it was cardboard cutouts on plastic hex counters, Ral Partha and Fasa bought out lead figures and we spent hours lovingly hand painting them and writing up custom stat sheets, later i built larger scale mechs , which we played with using specially marked tape measures.

(http://www.freewebs.com/sfmercs/diatemp.jpg)

Battletech was never about the IP (intellectual property)

It was always about the players, and their enthusiasm for this wonderful genre.

The brilliant Dev team here has presented us with a broad pallet of BT options, MWLL as it stands is no different a game than a copy of the rules of warfare,some hex boards and a box of hand painted mini's.

Youve been given a unique  "box set" of Battletech history, the rest is up to us.

No Mechwarrior, whether he/she is using the orginal CBT equipment or Mercs/mektek  equipment has had a better set of peices to play with

The game has always been to a degree "static" in its incarnations, this is the bloody best set of play pieces you have ever had to play with imo.

I for one am not lamenting the death of MWLL, i'm celebrating the coming of age of the best BT game the genre has ever seen

Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ACE FIGHTER on January 19, 2013, 09:32:23 AM
I disagree, I really like the new way that zoom works.

So do I, I think it makes the pilot have to think about situational awareness a bit more. They now have to make a decision between zooming in and focusing on a small area without much radar help, or having a larger overview of the area.

I feel you're misunderstanding.
I'm talking about unnatural zoom & disappearance of information.

Current Tank HUD isn't virtual display on sight unlike old version. They're displayed on cockpit machines in setting.
But zoom function zoom only a center parts of cockpit machines. This is impossible. Super unnatural.
And such zoom makes disappearance of information. It doesn't have any merit for gameplay. This is a fact.
Mech HUD is more unnatural. Mech HUD is still virtual display.
But zoom function zoom & hide rader. What a joke.

There are unnaturalness, inconvenience & contradiction in current HUD. Not better for gameplay.
And current HUD is worse in usability, readability & etc as some people said... as I pointed out before.
I can't understand why dev didn't notice them. Well... many game developers don't notice their fault as we know.
Even great developers don't notice many of them. Of course, MWLL dev team is great.

Design is important. But useabiliry, readability & etc are more important.
I always think about user, what is user friendly.

delete meaningless things, and make better readability...
(https://s10.postimg.org/qc8cpqg2x/hudedit2.gif)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: JLZ on January 19, 2013, 12:06:58 PM
Yes please!  That would make it a lot more playable.

How did you get rid of the torso circle? Or was that also removed by potatochop?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Slashbot_427 on January 19, 2013, 12:19:58 PM
 :'(

Sad that i read this news just a few minutes ago.  I am a bit stunned right now to read that development has stopped.

The news that it is MWO ? Pirana etc who killed it is sickening.   I am not a fanboy of MW but have played a good few table top games a couple of decades ago, and a bit of MW4, and MW2.

When i first played MWLL (v4.0) i could see immediately that it was The Game.  I had a similar experience with Red orchestra mod back at version 2.0 and onwards to the later retail game  and subsequent  mods Darkest Hour etc.

There is something about both these series that is the combination of a lot of small features that add to a greater whole.  With Red orchestra it was the slow movement, the chunky, weighty, iron sight FEEL of the weapons that made it hard to master, but rewarded the effort put in. 

With MWLL the attention to detail of all the game systems, with the apparent overall goal of closely reflecting the board games balance, plus combined arms makes MWLL extremely satisfying to play.  There is a very authentic feel to the way the mechs move, the way the weapons operate  ( MWO missiles look like toy fire works -  anyone?), the audible phasing of the beam lasers ( the LBL is the nuts for BA), the different assets ( tracks, hovers, air, BA)on the field really adds depth.   MWLL did not try to add features to the game (which SOOOO many games do) to simulate any of our actual responses.  So no focus blur on turning, no aim point nerfing due to firing recoil or movement etc.    The mechs are what they are, they shoot as well as the player is able to.  MWO adds all  kinds of Nerfdom until you either pay money, or grind the Unlocks.   Nothing worse than finally managing to get the target in you sights, after a lot of extra effort, only to have the game engine Nerf your accuracy cause you haven't ground it out enough. 

Thank you to all the developers for their efforts, I have immensely enjoyed this game. 


I also will be melting torsos until the last server vaporizes in a core meltdown ;D
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Kelmola on January 19, 2013, 12:23:57 PM
I dont get it folks  ???

We are not here to bury MWLL, we should be celebrating its life
qft

---

Also, how come hotfixes are still possible, if editing the code is not possible? That does not compute. So someone still has the relevant tools and codebase. 50 GB may sound big but I've seen porn torrents bigger than that seeded from some dude's home comp. Ofc, I'm not suggesting torrenting it. It might happen that someone manages to hack a dev's comp just as he's doing the final hotfix and d/l's the works. :P
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: xInVicTuSx on January 19, 2013, 12:28:20 PM
Because the main tool we use (the SVN) which contains all the master builds and allows us to work on "the build" as a whole from all our different computers, was shut down.
Right now we're just fixing what we can from the files we have left over on a very local basis.

Let it go guys... further development on a hackin it basis would just hurt the mod.

As focht said, why are we burying it? We played most of the patch iterations for a 8+ months to a year... yet now we talk as if this patch is the end and we will all play it for a few days to say goodbye and that's it.

If the game is still fun go play it, once you get bored go play something else. 
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on January 19, 2013, 02:05:03 PM
I'm glad this thread has given our dear AF a chance to post more of his collectable detritus haha.

Also darling, why not learn to play without a gamepad?

It seems a little silly to me.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Action83 on January 19, 2013, 04:20:59 PM
 :'(

MWLL went from being what was probably my favorite game in 0.6.1 to something I don't think I will ever play again as of 0.7.0.

It's like a game within a game within a dirty fishbowl. Immersion level has dropped so far that I cannot even tell what is going on 4/5ths of the time in the new patch. The new HUDs are quite possibly the worst change I could have imagined. They are cluttered, inefficient, and seem to prioritize form over function. Worse, they are obtrusive and seriously get in the way of the game. Free-reticule is also horrible, but at least that can be disabled. Overall, it feels much more like MWO, and I uninstalled that piece of crap five minutes into my first game.

I know many will like the changes and I'm not trying to disparage the devs or trivialize the work that went into the release; I'm just expressing my honest opinion that I can no longer play this game. I was hoping there would be a silver lining to the effective end of the project in that the game, packaged along with Crysis Wars (or it's demo), could be released as an all-in-one that would be considerably more accessible, without having to worry about anyone shutting it down (or blaming the devs for it)...but even if that happens now, it's almost certainly to happen with 0.7.x meaning that I won't be able to participate.

Anyway, it's been a great three years. Thanks for the fun.
+1

This is my first impression as well. The new HUDs don't seem to be good at all. And the gameplay has become worse.

Now I'm worried that even if the mod still gets few Hotfixes it may remain worse than the previous versions...
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [CG]Anastasius Focht on January 19, 2013, 09:28:15 PM
I'm glad this thread has given our dear AF a chance to post more of his collectable detritus haha.

Also darling, why not learn to play without a gamepad?

It seems a little silly to me.

Ive been using a gamepad since MW4 Mercs (played vengence with the KBD) and cant go back.
I spend more time looking down at the KBD than i do the action, and i dont get the sense of immersion a GP gives me.

The pic was to make a subtle point about the game traditionaly being in the hands of the fans and players,The IP has been owned by many different companys, but its the creativity and enthusiasm of the players that bring it to life. That and a finite asset list being no barrier to enjoying BT.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: JLZ on January 19, 2013, 09:32:52 PM
I started a MWLL 0.7 thread (http://www.rockpapershotgun.com/forums/showthread.php?9460-Mechwarrior-Living-Legends-0-7-Final-Release) over at RockPaperShotgun.
If I messed something up tell me.
I tried to cut to the chase about the current situation.

Also: DSOgaming (http://www.dsogaming.com/news/mechwarrior-living-legends-development-halts-due-to-legal-obligations-version-0-7-0-released-as-final/) did an article about 0.7.0
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on January 19, 2013, 11:03:25 PM
I'm glad this thread has given our dear AF a chance to post more of his collectable detritus haha.

Also darling, why not learn to play without a gamepad?

It seems a little silly to me.

Ive been using a gamepad since MW4 Mercs (played vengence with the KBD) and cant go back.
I spend more time looking down at the KBD than i do the action, and i dont get the sense of immersion a GP gives me.

The pic was to make a subtle point about the game traditionaly being in the hands of the fans and players,The IP has been owned by many different companys, but its the creativity and enthusiasm of the players that bring it to life. That and a finite asset list being no barrier to enjoying BT.

I know what it was about you great big banana it wasn't really subtle, it just makes me laugh how often they crop up  :-*

As for the GP, well that's your loss dude, honestly so granted it's all down to preference but I have always found game pads for more restrictive for any game that actually uses a Z axis.

One love and Marmite.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Sxooter on January 20, 2013, 12:38:14 AM
AF's home movies:

http://www.youtube.com/watch?v=fB1BDrFzFY0 (http://www.youtube.com/watch?v=fB1BDrFzFY0)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bloodycrow on January 20, 2013, 01:28:00 AM
I started a MWLL 0.7 thread (http://www.rockpapershotgun.com/forums/showthread.php?9460-Mechwarrior-Living-Legends-0-7-Final-Release) over at RockPaperShotgun.
If I messed something up tell me.
I tried to cut to the chase about the current situation.

Also: DSOgaming (http://www.dsogaming.com/news/mechwarrior-living-legends-development-halts-due-to-legal-obligations-version-0-7-0-released-as-final/) did an article about 0.7.0

Good thread, and nice find on DSO.

Looks like Shacknews (http://www.shacknews.com/article/77411/late-night-computing-january-16-2013) also made a blurb about it a couple days ago:

"It's a sad, sad day in the modding world. MechWarrior: Living Legends is sadly discontinuing development as of public release 0.7.0. A mod for Crysis Wars, Living Legends was, for a time, the last great hope for mech pilots everywhere. With the arrival of MechWarrior Online and MechWarrior Tactics, both of which are great games, it was only a matter of time. Still, it's a shame since at its core, Living Legends is truer to the original MechWarrior games than anything I've seen from Piranha Games. Godspeed Wandering Samurai Studios, and thank you for your hard work!"
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: okaolias on January 20, 2013, 01:46:52 AM
This Shacknews article (http://www.shacknews.com/article/77409/mechwarrior-living-legends-final-version-070-released-as-rights-withdrawn) (different article to the one above) is linked in the crysis wars recent news on steam, actually. Pretty cool from whoever is in charge if you ask me. Goes to show the influence this mod has had on the game it's based on.

I do love how pretty much every news post has something about legal obligations and withdrawn rights.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Malaclypse on January 20, 2013, 02:00:01 AM
Yeah it's funny how pretty much only MWO forums is spewing the "oh they just finished everything they wanted to accomplish" drivel.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Defender on January 20, 2013, 03:19:51 AM
I love being quoted on news sites. It makes me feel more important than I am.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Sxooter on January 20, 2013, 04:56:20 AM
Defender you have to accept the zen wisdom that you in fact ARE more important than you are.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: oherror on January 20, 2013, 11:25:21 AM
Haven't played MWLL since planetside 2 came out. Looks pretty good I'll have to check it out after the hotfix's get in. Sad to hear that this is the last one but we all knew it was going to happen. Reminds me of Desert Combat mod for BF1942.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Marlin on January 20, 2013, 11:35:33 AM
"Defender you have to accept the zen wisdom that you in fact ARE more important than you are."

Lol, Sxooter, that made totally not sense. But it is true.

:D

Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KorJax on January 20, 2013, 06:03:13 PM
I started a MWLL 0.7 thread (http://www.rockpapershotgun.com/forums/showthread.php?9460-Mechwarrior-Living-Legends-0-7-Final-Release) over at RockPaperShotgun.
If I messed something up tell me.
I tried to cut to the chase about the current situation.

Also: DSOgaming (http://www.dsogaming.com/news/mechwarrior-living-legends-development-halts-due-to-legal-obligations-version-0-7-0-released-as-final/) did an article about 0.7.0

Tried making a reply but it isn't showing up at all on the thread or anything?

Do they just have some really weird forum system where posts don't show up until a while after you make the post?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: JLZ on January 20, 2013, 09:40:55 PM
No the RPS-forum is quite normal.
Maybe it was your 1st post and it's getting checked for spam.
I have seen multiple advertisement spam posts at RPS recently.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KorJax on January 20, 2013, 11:10:50 PM
No the RPS-forum is quite normal.
Maybe it was your 1st post and it's getting checked for spam.
I have seen multiple advertisement spam posts at RPS recently.

Ah yes it was being checked. Still though, I did the post about 3-4 hours ago. It takes them that long to see if its spam or not? :\
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Spooky on January 20, 2013, 11:40:19 PM
Ah yes it was being checked. Still though, I did the post about 3-4 hours ago. It takes them that long to see if its spam or not? :\

They probably do not pay a person just to sit there and wait whenever a new user makes a first post, so that he can react immediately.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Warlord Kentax on January 21, 2013, 04:51:42 AM
I recommend, if any of you are on the MWO forums, that if you don't quit their forums, please put this in your signature there:

(http://i121.photobucket.com/albums/o232/Mr_Blastman/MWLLbanner_zpsc6d25ad1.png)
Code: [Select]
[img]http://i121.photobucket.com/albums/o232/Mr_Blastman/MWLLbanner_zpsc6d25ad1.png[/img]
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [CG]Anastasius Focht on January 21, 2013, 05:16:21 AM
Mine points to HPGRelay, which in turn points here

I like to think this thread

http://mwomercs.com/forums/topic/167-fochts-bt-art/

Has helped advertise us, and sent some ppl our way
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Raptor }12VR{ on January 21, 2013, 05:22:46 AM
By any chance that the heat damage can scale by armour weight? Scaling it by damaging a percentage of total armour or something.

It cripples lights but less affected to heavy armour mechs. Other than that, I am loving it.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Cik on January 21, 2013, 07:47:08 PM
By any chance that the heat damage can scale by armour weight? Scaling it by damaging a percentage of total armour or something.

It cripples lights but less affected to heavy armour mechs. Other than that, I am loving it.

if this one talks about damage from overheating, it is a wise suggestion. if overheat instantly cooks a light but only slightly wounds a novacat, that might be a bit silly.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Spooky on January 21, 2013, 07:52:10 PM
Yeah, I mean "logically" the amount of damage overheating does should probably depend on the size/power of the engine..
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Sxooter on January 21, 2013, 08:00:06 PM
Yeah, I mean "logically" the amount of damage overheating does should probably depend on the size/power of the engine..

I would think that only temperature would matter.  Each heatsink should individually take x% damage whether or no you have 1 or 100.  I.e. if you have 1 heatsink and it would take 20% damage in x seconds, then an assault with 16 heat sinks would take 20% on each heatsink in that time.  Is a 20% loss of cooling worse for a light mech than an assault mech? Hard to say.  Depends more on the load out etc.

Of course that's just me trying to do real world physics.  Game balance is probably more important that any realism.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KorJax on January 21, 2013, 09:03:06 PM
Yay! RPS article on 0.7.0

http://www.rockpapershotgun.com/2013/01/21/mechwarrior-wars-living-legends-is-less-living/

Of course covering the development stopping and stuff too, but I'm just glad we're getting more exposure.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Knightcrawler on January 21, 2013, 09:42:26 PM
It takes longer to heat up a bigger mass. IMO it'd be a good suggestion that'd balance out flamers, much like a mass modifier for cockpit shake.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Sxooter on January 21, 2013, 09:48:56 PM
It takes longer to heat up a bigger mass. IMO it'd be a good suggestion that'd balance out flamers, much like a mass modifier for cockpit shake.

Oh wait, you guys are talking armor damage.  Agreed.  The armor on a light mech should slough off rather quickly compared to an assault mech.  i.e. x tons per second kind of thing.  Something with 1T of armor would be almost instantly naked.

In a slightly different vein, I always wished that MW:LL had implemented the "myomar fibers get slower as they get hot" thing.  It would be great to see a mech slow down as it overheated, and a very good way to keep people from running them too hot.

Of course any kind of realistic heat situation would be nice in that other game, where 6PPC stalkers overheat and shutdown with every shot but keep right on one shotting all the lights in their vicinity with no damage or very very little.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on January 21, 2013, 10:46:42 PM
Yay! RPS article on 0.7.0

http://www.rockpapershotgun.com/2013/01/21/mechwarrior-wars-living-legends-is-less-living/

Of course covering the development stopping and stuff too, but I'm just glad we're getting more exposure.

I am going to have to stop reading these articles..

Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Knightcrawler on January 21, 2013, 10:47:54 PM
I personally was just referring to how quickly a mech builds up heat from flamers, heatsinks notwithstanding.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =CJW= Zweistein000 (W) on January 22, 2013, 12:15:00 AM
Because the main tool we use (the SVN) which contains all the master builds and allows us to work on "the build" as a whole from all our different computers, was shut down.
Right now we're just fixing what we can from the files we have left over on a very local basis.

Let it go guys... further development on a hackin it basis would just hurt the mod.

As focht said, why are we burying it? We played most of the patch iterations for a 8+ months to a year... yet now we talk as if this patch is the end and we will all play it for a few days to say goodbye and that's it.

If the game is still fun go play it, once you get bored go play something else. 

Still Some one had to back up those files. I can't see a mentally stable human being just saying fapp it to 50 GB of hard work data. I'm not saying they are gonna make a ninja 0.8 release with it but killing that data, just because development of new features get shut down is stupid. As far as we know: internal structure in already in the game, but broken and cannot get fixed, and HVAC: we have the ammo, so the weapon has already been implemented, but it's broken and not used (much like LBX-2 was for an eternity) and what if the unexpected happens - MWO and MWT die and  someone gets the non-commercial license back or the entire MW:O team goes fapp it, we're gonna merge MW:LL and MW:O to create a MW game that will divide the universe by zero. Even the fact that all that dat MIGHT be lost sounds like MW:LL treason. Hell... if it is really that much trouble I have and old (160GB) HDD lying around and can format it just to save that data.
Please don't say that it's gone.

One does not simply delete 50 GB of hard worked data that has accumulates over the past 6 years. 
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Knightcrawler on January 22, 2013, 01:12:50 AM
Oh I'm sure everyone who was involved with this final release and testing has at least the actual mod branch (not the fluff stuff like documents/guides/resources/etc) downloaded otherwise it wouldn't have been releasable :P . I would have myself if I knew to download it all beforehand instead of having one thats 8-10 months old ;D I was just saying that the actual svn itself with pretty much all the stuff isn't active or on any kind of repository anymore, as the server where all the mod data is held was taken offline.

8-10 months old isn't that old. It still covers 0.6.0. Oh well, you guys can't release it.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Tufted Titmouse on January 22, 2013, 02:17:25 AM
Because the main tool we use (the SVN) which contains all the master builds and allows us to work on "the build" as a whole from all our different computers, was shut down.
Right now we're just fixing what we can from the files we have left over on a very local basis.

Let it go guys... further development on a hackin it basis would just hurt the mod.

As focht said, why are we burying it? We played most of the patch iterations for a 8+ months to a year... yet now we talk as if this patch is the end and we will all play it for a few days to say goodbye and that's it.

If the game is still fun go play it, once you get bored go play something else. 

Still Some one had to back up those files. I can't see a mentally stable human being just saying fapp it to 50 GB of hard work data. I'm not saying they are gonna make a ninja 0.8 release with it but killing that data, just because development of new features get shut down is stupid. As far as we know: internal structure in already in the game, but broken and cannot get fixed, and HVAC: we have the ammo, so the weapon has already been implemented, but it's broken and not used (much like LBX-2 was for an eternity) and what if the unexpected happens - MWO and MWT die and  someone gets the non-commercial license back or the entire MW:O team goes fapp it, we're gonna merge MW:LL and MW:O to create a MW game that will divide the universe by zero. Even the fact that all that dat MIGHT be lost sounds like MW:LL treason. Hell... if it is really that much trouble I have and old (160GB) HDD lying around and can format it just to save that data.
Please don't say that it's gone.

One does not simply delete 50 GB of hard worked data that has accumulates over the past 6 years.

This.

But on the topic of the present and not the past, I disagree with flamers getting a nerf of any sort. If you pick an asset with enough flamers to actually pop an enemy mech in open combat, they deserve to die for letting you hit them in the first place. Flamers are to MechWarrior as Heavy Bolters are to Warhammer 40k.

However... The Fafnir with the 10 Flamers? Yeah, he can get a nerf. I was playing around with him last night, and you can kill pretty much any asssault slower than you with him, and not many assaults are faster that the Fastnir. I mean seriously, I walked around a corner into a Warhammer's face, and he didn't even get to fire any weapons before I popped him.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: xInVicTuSx on January 22, 2013, 03:57:55 AM
Flamers are balanced around the fact that shutting down pretty much completely eliminates their heat giving effect.

Though, I balanced it for 8 flamers, then someone went and put 2 more on that fafnir.

As for balancing flamers between lights and heavier assets... bro if someone can consistently hit a lightmech with flamers, they deserve to pop them, its a complete pain in the ass to do that. 

Still Some one had to back up those files. I can't see a mentally stable human being just saying fapp it to 50 GB of hard work data. I'm not saying they are gonna make a ninja 0.8 release with it but killing that data, just because development of new features get shut down is stupid. As far as we know: internal structure in already in the game, but broken and cannot get fixed, and HVAC: we have the ammo, so the weapon has already been implemented, but it's broken and not used (much like LBX-2 was for an eternity) and what if the unexpected happens - MWO and MWT die and  someone gets the non-commercial license back or the entire MW:O team goes fapp it, we're gonna merge MW:LL and MW:O to create a MW game that will divide the universe by zero. Even the fact that all that dat MIGHT be lost sounds like MW:LL treason. Hell... if it is really that much trouble I have and old (160GB) HDD lying around and can format it just to save that data.
Please don't say that it's gone.

One does not simply delete 50 GB of hard worked data that has accumulates over the past 6 years. 

Difference between keeping the data and letting other people take a hatchet to a project which was basically professionally done for years. You think its buggy now? Eeesh.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Cindercat on January 22, 2013, 04:22:00 AM
If you're talking about realism then an overheat significant enough to damage the armor on a mech should have already destroyed the reactor.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Chezzar on January 22, 2013, 06:19:38 AM
As for balancing flamers between lights and heavier assets... bro if someone can consistently hit a lightmech with flamers, they deserve to pop them, its a complete pain in the ass to do that. 

Did that on Inferno to an Owens with my Solitaire. He closed on me to finish me with SRMs...pop he did instead.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: d3jake on January 22, 2013, 06:27:25 AM
I was trolled by a flamer-harasser in INferno with a... I forget. The point is that I shut down but managed to take damage and die anyway. Have I misread the flamer-damage, or does the flamer actually do a small amount of damage?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =CJW= Zweistein000 (W) on January 22, 2013, 06:35:15 AM
Flamers are balanced around the fact that shutting down pretty much completely eliminates their heat giving effect.

Though, I balanced it for 8 flamers, then someone went and put 2 more on that fafnir.

As for balancing flamers between lights and heavier assets... bro if someone can consistently hit a lightmech with flamers, they deserve to pop them, its a complete pain in the ass to do that. 

Still.. with the current heat damage a harraser can pop you before your mech shuts down. that's what happened to me. A harraser comes towards my mech (poptart thor), starts flaming. I know I wont be able to kill him as my mech is energy based, so I hit shutdown, harraser pops me before shutdown is complete.

This could be fixed by the shutdown cooling effecting you the instant you press shutdown button instead of the instant you HUD disappears. But the down side of that is that it's abuseable.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Alexis Kerensky on January 22, 2013, 07:50:47 AM
Never had any luck with flamers despite how much i used them in 0.6
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ch3m1kal on January 22, 2013, 08:41:45 AM
Just noticed The Escapist ran the story too.

http://www.escapistmagazine.com/news/view/121621-Mechwarrior-Living-Legends-Pulls-the-Plug
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Mattk50 on January 22, 2013, 02:24:53 PM
The deal with flamers is that they can easily overheat enemies (with enough flamers for the job) and that heat damage kills mechs very quickly. You dont get any cbills for that damage though.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Come and See on January 22, 2013, 03:56:50 PM
MWLL went from being what was probably my favorite game in 0.6.1 to something I don't think I will ever play again as of 0.7.0.

It's like a game within a game within a dirty fishbowl. Immersion level has dropped so far that I cannot even tell what is going on 4/5ths of the time in the new patch. The new HUDs are quite possibly the worst change I could have imagined. They are cluttered, inefficient, and seem to prioritize form over function. Worse, they are obtrusive and seriously get in the way of the game. Free-reticule is also horrible, but at least that can be disabled. Overall, it feels much more like MWO, and I uninstalled that piece of crap five minutes into my first game.

I know many will like the changes and I'm not trying to disparage the devs or trivialize the work that went into the release; I'm just expressing my honest opinion that I can no longer play this game. I was hoping there would be a silver lining to the effective end of the project in that the game, packaged along with Crysis Wars (or it's demo), could be released as an all-in-one that would be considerably more accessible, without having to worry about anyone shutting it down (or blaming the devs for it)...but even if that happens now, it's almost certainly to happen with 0.7.x meaning that I won't be able to participate.

Anyway, it's been a great three years. Thanks for the fun.

I've been playing MWLL since patch 0.2 and I've watched the game get better every patch with new features / mechs / etc. The new hud didn't bother me, but I had to turn off that free aiming retical because I was so used to the old aiming system.

However, 0.7 really changed the whole flow of the Mech game from the beginning to the end. There are too many mediocre variants that you are basically funneled into and it takes quite a while to rank up and by the time you're walking around in your favorite Assault the match is almost over.

Aerospace got a nice overhaul in terms of reduced damage multipliers, but then they took a step back on the variants. My favorite Sulla B is now a Sparrowhawk (good luck aiming with this twitchy thing) and you can't even buy any decent variants until you're making 60,000. The whole flow from 40,000 to 70,000 ranks feels very disrupted compared to what it was before. In general though, the higher end tier variants are really powerful now, but its harder to get there than it use to be.

They replaced LBX-20 instant gibs with your engine being vulnerable to being alpha-striked in one volley by enemy pilots. It replaced the dog fighting aspect of Aerospace and turned every variant with LBL's into the old Shiva E. I ended up uninstalling the game in aggravation because Aerospace is worse than it use to be in terms of survivability. Why bother with a Shiva when a 60,000 Visigoth with LBL can take your engine off in two volleys and completely by pass all the tons of armor your plane has?

It's been great and you've guys put tremendous amount of effort + skill into this mod while not making a dime. I hope you can use it to start your career in the gaming industry.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ELH_MrGray on January 22, 2013, 04:02:07 PM
 ;D
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Deathbane on January 22, 2013, 04:31:01 PM
Not to make a shiva thread, but it was about time the shiva had something to worry about :P
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =KoS= Saber15 on January 22, 2013, 05:16:22 PM
They replaced LBX-20 instant gibs with your engine being vulnerable to being alpha-striked in one volley by enemy pilots. It replaced the dog fighting aspect of Aerospace and turned every variant with LBL's into the old Shiva E. I ended up uninstalling the game in aggravation because Aerospace is worse than it use to be in terms of survivability. Why bother with a Shiva when a 60,000 Visigoth with LBL can take your engine off in two volleys and completely by pass all the tons of armor your plane has?

It's been great and you've guys put tremendous amount of effort + skill into this mod while not making a dime. I hope you can use it to start your career in the gaming industry.

Spoiler alert: No longer can you just fly back to base and spin around in circles over your base turrets to kill your attacker

You have to actually defend yourself

It's why almost all aircraft now have some form of point defenses.

Strange thought, I know.


And while you have been off doing whatever, the rest of us have been practicing with aircraft. Developing parkinsons in your right hand and spazzing out across the sky won't help you anymore, sorry.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ELH_MrGray on January 22, 2013, 05:37:34 PM
A day when Shiva E pilots realized that ASF actually require some skill...Good days i must say.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Cik on January 22, 2013, 05:55:54 PM
guy whines ---> developers "that's how it should be, deal with it"

i laughed.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Defender on January 22, 2013, 05:59:25 PM
HURR DURR U CAN DO BETTAR MAEK UR OWN GAEM LOL
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Alexis Kerensky on January 22, 2013, 06:55:43 PM
They replaced LBX-20 instant gibs with your engine being vulnerable to being alpha-striked in one volley by enemy pilots. It replaced the dog fighting aspect of Aerospace and turned every variant with LBL's into the old Shiva E. I ended up uninstalling the game in aggravation because Aerospace is worse than it use to be in terms of survivability. Why bother with a Shiva when a 60,000 Visigoth with LBL can take your engine off in two volleys and completely by pass all the tons of armor your plane has?

It's been great and you've guys put tremendous amount of effort + skill into this mod while not making a dime. I hope you can use it to start your career in the gaming industry.
I've been wondering if aero needed a coutere measure system or at leas LAms

Spoiler alert: No longer can you just fly back to base and spin around in circles over your base turrets to kill your attacker

You have to actually defend yourself

It's why almost all aircraft now have some form of point defenses.

Strange thought, I know.


And while you have been off doing whatever, the rest of us have been practicing with aircraft. Developing parkinsons in your right hand and spazzing out across the sky won't help you anymore, sorry.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xesle on January 22, 2013, 10:57:49 PM
Spoiler alert: No longer can you just fly back to base and spin around in circles over your base turrets to kill your attacker

Really?  It seemed to work just fine for me the other day on Sandblasted as it always had before 0.7.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Tufted Titmouse on January 22, 2013, 11:57:21 PM
As for balancing flamers between lights and heavier assets... bro if someone can consistently hit a lightmech with flamers, they deserve to pop them, its a complete pain in the ass to do that. 

How to consistently hit a light with a Flamer:

1. Fire flamers at it's feet
2. Watch it pop!

It works every time. The splash damage still deals almost 100% heat damage at it's feet.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Defender on January 23, 2013, 12:23:28 AM
You should put info like that in here:
http://forum.mechlivinglegends.net/index.php/topic,6162.0.html
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Tufted Titmouse on January 23, 2013, 12:50:08 AM
I expected "Well, time to nerf flamers!"
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Byz on January 23, 2013, 06:55:34 AM
Had a great time tonight playing .7. I think it is the best release so far and glad so since it is the last. We will keep playing as long as folks show up.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: =CJW= Zweistein000 (W) on January 24, 2013, 01:39:22 PM
I expected "Well, time to nerf flamers!"
THe only thing here I would change is the increased shutdown cooling kicking in the second you hit "power off your mech". Currently you can't power off in time it takes them to pop you unless you burn through all the coolant while shutting down (good luck if you have used your coolant before). 
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: SquareSphere on January 24, 2013, 03:59:12 PM
question, what is available to be fixed in the "hot fixes"?  So i know the legal requirement is that there no new content in MWLL, but does that the dev would still be able to put out  "tweak patches" where they just change values such as cost, damage, etc?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KingLeerUK on January 24, 2013, 04:16:51 PM
The first rule of Hotfix Club is, you do not talk about Hotfix Club.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Avatar on January 24, 2013, 04:24:02 PM
I'd only like to ask; when did this:

Quote
Get ready for a big surprise!

get into your signature, O Great Master of Tease? (I can't remember if it was there before.)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: imglidinhere on January 30, 2013, 03:23:21 AM
So what happened?

Legal issues I imagine...? And why would they give a crap? It's non-profit! So what if these guys make a better non-profit version of a game than someone elses pay-to-play!?

DX

Not fair.  :'(
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: :( on January 30, 2013, 04:06:03 AM
"Life isn't fair"
-dad
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Tufted Titmouse on January 30, 2013, 05:19:32 AM
So what happened?

Legal issues I imagine...? And why would they give a crap? It's non-profit! So what if these guys make a better non-profit version of a game than someone elses pay-to-play!?

DX

Not fair.  :'(

Yeah, this is my gripe as well.

I heard rumors about continued development. It's probably just the community praying to the big-stompy-robot-gods, but hey, I can always hope, right?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: CapperDeluxe on January 30, 2013, 03:25:15 PM
So what happened?

Legal issues I imagine...? And why would they give a crap? It's non-profit! So what if these guys make a better non-profit version of a game than someone elses pay-to-play!?

DX

Not fair.  :'(

Yeah, this is my gripe as well.

I heard rumors about continued development. It's probably just the community praying to the big-stompy-robot-gods, but hey, I can always hope, right?

please read the official statements. It was a decision made by the guys who started the mod, no legal action was ever mentioned or taken.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ~SJ~ Blhurr on January 30, 2013, 06:58:00 PM
We can only hope that Criminals real name is Brett Favre
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [IPA] Avatar on January 30, 2013, 10:11:49 PM
We can only hope that Criminals real name is Brett Favre

Wouldn't that mean that after a short detour he'd start working for PGI?
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Warlord Kentax on January 31, 2013, 01:19:24 PM
So what happened?

Legal issues I imagine...? And why would they give a crap? It's non-profit! So what if these guys make a better non-profit version of a game than someone elses pay-to-play!?

DX

Not fair.  :'(

Yeah, this is my gripe as well.

I heard rumors about continued development. It's probably just the community praying to the big-stompy-robot-gods, but hey, I can always hope, right?

please read the official statements. It was a decision made by the guys who started the mod, no legal action was ever mentioned or taken.

If the dev team/creators are facing threats from big businesses then we really can't believe any of the official information we here. The dev team/creators, quite possibly, could be lying to us for no other reason than if they told the truth something terrible would happen to themselves or the mod.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: ~SJ~ Blhurr on January 31, 2013, 01:46:25 PM
"something terrible" is begging for an animated gif
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: JLZ on January 31, 2013, 06:20:45 PM
Maybe Wandering Samurai is happy that they got a free official Mechwarrior license to begin with, and have now respectfully stepped down beause peolpe are making a living off it.

I just wish someone involved would simply clear us up why.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: KingLeerUK on January 31, 2013, 07:36:31 PM
Maybe Wandering Samurai is happy that they got a free official Mechwarrior license to begin with, and have now respectfully stepped down beause peolpe are making a living off it.

I just wish someone involved would simply clear us up why.


If you are expecting an official statement other than what has already been stated you should know that there will be none forthcoming.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: JLZ on January 31, 2013, 07:57:23 PM
Yeah, not expecting anything.

Just wishing.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Defender on January 31, 2013, 11:49:32 PM
Yeah, well, I wish I was an Oscar Meyer Wiener, then everyone would be in love with me.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: EagleFire on January 31, 2013, 11:52:27 PM
Yeah, well, I wish I was an Oscar Meyer Wiener, then everyone would be in love with me.

You'll always be my Oscar Meyar Wiener, Defender.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on January 31, 2013, 11:53:01 PM
Yeah, well, I wish I was an Oscar Meyer Wiener, then everyone would be in love with me.

Don't worry Defender, you're still made out of offal and scrotum in my eyes.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: [CG]Anastasius Focht on January 31, 2013, 11:53:32 PM
Yeah, well, I wish I was an Oscar Meyer Wiener, then everyone would be in love with me.

Gotta love the company car

(http://farm3.staticflickr.com/2595/4188512567_7c18deb3b8_z.jpg)
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Tufted Titmouse on February 01, 2013, 04:14:25 AM
It's getting a bit toasty in here...
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Bill on February 01, 2013, 07:11:57 AM
3 posts off topic, "move 2 toast guise!"
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Cik on February 01, 2013, 07:17:17 AM
[spoiler] four [/spoiler]
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Tufted Titmouse on February 01, 2013, 02:09:31 PM
Back on topic, I'm wondering if we'll be able to create our own variants. Nothing special, just stuff to fill in the little gaps, like RAC2ziel.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Ressk [CSF] on February 01, 2013, 04:45:56 PM
Back on topic, I'm wondering if we'll be able to create our own variants. Nothing special, just stuff to fill in the little gaps, like RAC2ziel.

oh man would i want a racuziel
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: xInVicTuSx on February 01, 2013, 04:55:43 PM
I only miss starter rank racuzi.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Warlord Kentax on February 02, 2013, 08:10:09 AM
The rear torso is waaaaaa the heck cooler looking on the madcat now. Good job !
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Come and See on November 12, 2014, 02:31:51 AM
Was going to come back and play with a few friends of mine, but saw the previous comments and decided its not worth wasting my time. Take care.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Starch1ld on November 12, 2014, 08:43:40 AM
Was going to come back and play with a few friends of mine, but saw the previous comments and decided its not worth wasting my time. Take care.
Hope you didn't judge the state of this game by reading the previous post in this thread.
I would rather judge it by viewing what we were been able to do in these last months
Here are some videos for you, hope you will change your mind.

https://www.youtube.com/watch?v=B4kilB3nXZ4&index=1&list=PLt9EWv79oohJh8Db6xZX4apJ2AlfHcZA0
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Knightcrawler on November 15, 2014, 04:15:46 AM
The final version of the game had a few problems, but was mostly improvements. It's still a great game.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Starch1ld on November 15, 2014, 08:31:06 AM
The final version of the game had a few problems, but was mostly improvements. It's still a great game.
I Iove how MWLL 0.7.1 Beta is way more stable and playable than final versions of other games...
Even more stable than some AAA titles...
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: AlfalphaCat on November 15, 2014, 09:28:58 PM
I think Come and See just wanted his Thunderbolts back to being effective.
Title: Re: MWLL OpenBeta 0.7.0 - Final Release
Post by: Xesle on November 15, 2014, 11:48:17 PM
I think Come and See just wanted his Thunderbolts back to being effective.

Me too.