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Town Hall 15 Jan 2015 (transcript no 4º post)

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Town Hall 15 Jan 2015 (transcript no 4º post)

Mensagem  gh0s7m3rc em Sex Jan 16, 2015 4:12 am

Bom, estou a ouvir o Town Hall, muitos objectivos e tal revelados, os mais importantes na minha opinião:

- VOIP será implementado em Fevereiro, talvez dia 03;

- Novas variantes de Clan Mechs, MDD-C (Ballistic em cada Arm, dupla Gauss) TBR-D e DWF-S (Whale com 3 Jump Jets);

- o Flea (20 ton) tem baixa prioridade (pessoalmente, acho que não tem qualquer prioridade, pelo tom de voz e palavras usadas pelo Russ...) porque ele não acha que MWO precisa de outro mech de 20 toneladas;

- dia 20 vai haver uma página para fazer Pre-Order para o Urbanmech; What a Face

NOTA: Há vários detalhes acerca da Pre-Order para o Urbie, nada de novo, tudo já usado em outras Pre-Orders. E... parece que vai trazer mesmo o STD60, com valores negativos! Laughing  Mas também parece que as especificações das 3 variantes não estão perma-definidas, a opinião da comunidade talvez possa influenciar isto. E, se houver Pre-Orders suficientes (parece que o Russ não tem a certeza se a comunidade está a brincar com a PGI acerca de querer o mech), o Urbie será disponibilizado um pouco antes de Abril, e ele repetiu que isto NÃO é a sequela da partida da PGI no dia 01 de Abril.  Razz

- mantém o objectivo de conseguir um mapa novo em CW por mês, começando em Fevereiro.

Durante o fim de semana, provavelmente o Zeece, irá fazer o transcript em General Discussion. Smile


Última edição por gh0s7m3rc em Sex Jan 16, 2015 1:56 pm, editado 1 vez(es)
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Re: Town Hall 15 Jan 2015 (transcript no 4º post)

Mensagem  Namouche em Sex Jan 16, 2015 10:54 am

urban....best fail mech ever
vê-se mesmo que esse Russ nunca jogou TT, caiu nisto mesmo de paraquedas e para quem o MW é apenas uma vaca a expremer até mais não.
há no youtube um video de um gajo que simulou o urban usando um spider c\ AC10

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Re: Town Hall 15 Jan 2015 (transcript no 4º post)

Mensagem  Lex Peregrine em Sex Jan 16, 2015 12:11 pm

pra mim este jogo tá a perder interesse à velocidade da luz...
CW apesar de só ter jogado 1 vez n me traz vontade de jogar mais, talvez isso melhore quando houver mais mapas e objectivos diferentes para não ser tão repetitivo.

Também faz falta novos mechs IS, já se fala à tanto tempo no Mauler, ké dele?
Outra coisa que acho que deviam fazer era avançar a time-line para introduzir novos mechs e novas armas, Bushwacker, Uziel, Wolfhound, THANATOS! Até para os clans, Nova Cat, Kodiak

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Re: Town Hall 15 Jan 2015 (transcript no 4º post)

Mensagem  gh0s7m3rc em Sex Jan 16, 2015 1:52 pm

Lex Peregrine escreveu:(....)
Também faz falta novos mechs IS, já se fala à tanto tempo no Mauler, ké dele?
Outra coisa que acho que deviam fazer era avançar a time-line para introduzir novos mechs e novas armas, Bushwacker, Uziel, Wolfhound, THANATOS! Até para os clans, Nova Cat, Kodiak

Respondeu a uma pergunta feita acerca de novos sistemas de armas para a IS (Streak 4, 6, Blaser, etc...) algo descaradamente de que a PGI vai-se manter "fiel" à timeline "convenientemente". Ou seja, e isto é a minha interpretação pessoal, introduzem mechs e armas consoante acharem relevante ($$$). E se não introduzirem mechs que, lore-based, só aparecem a partir de 3052, vão dar a justificação da timeline... Rolling Eyes

Mais do que o Mauler, adorava ver o trabalho artistico do Flying Debris no Bushwacker e no Uziel; o primeiro não poderia ser muito diferente, mas estou muito curioso como é que ele adaptaria os ST's redondods do Uziel em MWO... I love you

E, embora tenha alguma reserva acerca de permitir que os Clans joguem com non-Omnis, seria de qualquer modo interessante ver os IIC's; seria algo hilariante, a sério, ver os Clans invasores a usarem mechs de última linha em vez da Trindade (SCR, TBR, DWF). Laughing

EDIT: O Zeece foi rápido Very Happy

Town Hall 15 Jan 2015:
Q1 (any plans for user interface/new player experience/voicechat/global or faction chat?):
User interface - Russ acknowledges that UI2.0 has problems. They want to work on it, but they're not sure whether they want to start over with a ui3.0 from scratch or try to fix ui2.0. Either way, it will be a lot of work. They have a big meeting next week to talk about this - changes are not imminent, but will be coming.
(aside: Paul in chat says that he's looking at flamers.)
VOICECHAT COMING IN FEB! Already working, needs UI integration. Not the 3rd, but probably next patch after that.
Faction grouping is next tuesday, but for now it's somewhat limited b/c no easy way to coordinate with people who you don't have some way outside of game of finding (TS hubs, units, etc). Want to add in-game faction chat for this - this is also finished in terms of function, needs UI integration. Reasonable chance of seeing it in feb - no promises, but it's close.

Q2 (plans for performance issues?):
CW FPS/performance issues - they're still trying to investigate exactly what the various causes are and how to fix them. They're working on it, they know it's an issue, but can't promise anything at the moment. Particularly looking at the HUD, but again it's an ongoing, free-form sort of investigation and can't promise anything immediately.

Q3 (long CW wait times?):
CW queues - mostly expected that interest would taper off after initial surge simply b/c the initial launch doesn't have a HUGE amount of depth, people have played all of the existing CW content now, and there would never be any way they could produce content faster than people consumed it. They are planning to continue to make improvements and expect/hope that these will help. (aside: 12% autowins overall, MAYBE 1 per planet during final couple hours) Example, change to call to arms - before just popped up every time a pending lobby started, but not very useful b/c it would go off even if there was another team ready to fill the lobby, so people responding would just sit. Changes so that only call to arms if it can't immediately make a responding group, then it repeats until it gets someone with some noting for urgency if an autowin is about to kick off. Future - showing which territories on a planet currently have battles in progress. Notes that they are reading all the major threads on forums/reddit and having designers make notes on all of the suggestions. Notes that it's only been a month and half of that was vacation, so they're working on CW as fast as they can but it simply takes time.
(aside: Reason for 3 ceasefires. Saw the 'only last couple hours matter' issue even before they came back from break. First idea was returning to the 'several short windows' thing, but didn't want to take away the ability to do CW all the time that they already gave people. Second idea was shifting windows (i.e. 25 hour cycle), but it doesn't fix the problem, just spreads it around. Third idea is to just set some planets for each time zone, but again limits player choice b/c some TZs wouldn't have attacks in some directions in their primetime. Fourth idea is to just drastically increase the number of planets with staggered ceasefires so a third of them are finishing every 8 hours, but it would just be too much at the same time, spread too thin, too many ghost wins, etc. Fifth idea is the current one of just 8 hour cycles, same # of planets contested over 24hrs as previous proposal, but not so many at once. They are aware of potential issues, they will watch it.)
(aside: Paul in chat on knockdown - they want to bring it back, but its a hard task, lots of physics issues. Currently low priority.)

Q4+5 (similar questions - what is roadmap for 2015?):
Doesn't want to push out TOO far all at once - could do things like promise singleplayer, solaris, whatever, but that far out it's all very nebulous. Just described a good 2 months of stuff above. Further out, want to get more modes into CW - 4v4 is an idea on the drawing board, for example. Want to further diversify CW in general - would love to have all sorts of special possibilites and opportunities on different planets all at once for players to choose from. Russ also wants to look at PvE ideas - co-op lances, solo players, whatever. Might start with simple things like turrets, infantry (aside: a use for flamers!), other vehicles, etc. Mech AI is a big job, but they still would love to do it. Sean asks about ECM and ghost heat - Russ knows this is a common concern, but talks about prioritization. They're really really focused on CW right now, and they do know that ECM/ghost heat/etc could be better, but they do feel they're 'good enough' for now given their focus. Does want to talk about ghost heat here a bit - ECM is harder because nobody agrees internally. Suggests experimenting with turning off or tweaking ghost heat for a single weapon/etc for a testing period and solicit feedback - i.e. seeing if it's really needed, if other balance changes have kept this from being a problem, etc.

Q6 (any plans to bring MWO to steam? other plans to expand player base?):
Steam is big. Know that they haven't done much marketing, wanted to wait until the game is ready. (ed: smart! it's certainly not ready right now!) They do want to get steam as a priority in 2015, ideally in first half of year. (ed: that's.... fast, I'm a bit worried) Looks doable from an internal standpoint, technically. Want to get all that done so they can do it when they want to rather than being delayed. Want to get more UI fixes in first, more CW stuff (inc smaller missions etc). Steam is a HUGE number of players, but they want to retain them. Putting on steam is basically an automatic huge surge, but they want to make sure the game is ready to retain them. CW has already increased the playerbase - by 20% in mean concurrent users over the past month, which they wish was higher but is still nice.

Q7 (plans to add more depth to base gameplay, help average players feel more invested in their faction?):
First step feb 3 - loyalty points system, MC/bays/etc/titles. Titles will actually display in-game! Still want to go beyond that to add more value for being part of a faction, but expect even that will significantly reduce the amount of hopping. Will keep going, ideas like planet control affecting prices etc, want to work on it but no concrete plans.

Q8 (priority of working on PvE/AI?):
People will be working on it soon, but it still comes after the immediate stuff above. It is a priority for this year, though. (Russ makes a note to talk about maps later.)

Q9: (plans for more web api?):
Russ isn't the right person for any details, but he knows that much more web API stuff is coming. He'd have to track down an engineer for any more info, though.

Q10 (considered smaller-unit modes in CW (3v3, 4v4, etc)?):
Basically they talked about this above, and yes, definitely. Scouting missions behind enemy lines, raids, etc. Not in the distant future, want to start working on it as soon as feb. Knows that this is a really good way to broaden the scope of CW for more players.

Q11 (impact of numbers on CW seems to be big, any plans for helping smaller factions?):
Doesn't know if he can really give answers right now, wants people to wait until the further queue stuff comes in and see if the ability to know more about where players are actually needed and know the state of the queue will help people focus their effort better. Wants to see how these help before making any promises.

Q12 (penalties for people/units constantly cancelling contracts in CW?):
Possibly increasing cbill penalty for breaking or otherwise making it harder to flip-flop, but want to wait until they see what impact the loyalty point changes has on player behavior before making any further changes.

Q13 (CW attack algorithm is weird, why/how? plans to fix?):
Russ doesn't know technical details, but THE BERG has fixed several bugs and made tweaks, coming in the patch on the 20th (mentions distance calculation errors i.e. marik -> kurita).

Q14 (breaking CW battles up into phases - i.e. 'rush mode'?):
Would rather diversify via game modes. Feb 3 hopefully new counter-attack mode. Knows counter-attack is controversial, but it has to happen so that defenders can take back territory. New counter-attack mode is skirmish with a twist. Attackers are in ur base, but all of the stuff is already destroyed, so defenders land and it's like 48v48 skirmish. Attackers have a mobile field base, which defenders have to destroy. Tiebreak on timeout is higher score - attackers can't turtle if they're behind on kills! Also possibility of a 'landing' sort of mode (12v12?) that if attacker wins sets up an invasion mode game. Union dropships are being modeled! No promises when or how it'll be added, but they know they'll want it - maybe in 'landing' game mode. Could even drop people off in normal queue games, just for immersion!

Q15 (any plans to address the lack of mech diversity in CW (TWs, SCRs, TDRs, etc)?):
Russ wouldn't mind something - one copy of a chassis or variant in your deck, some variant of 3/3/3/3, 1/1/1/1, or something. Knows it would be controversial, though. Mentions lots of complains about the 9S in particular. It's a tough question, and he doesn't know what the best route would be. Anything will piss some people off. Would rather not do anything immediately, though, because there are lots of changes already in the pipe to both mechs and CW in general that would affect chassis balance (i.e. all the above, 2nd quirk pass, etc). Mentions some of the lesser clan mechs need more work too. Pleads with clan players to remember that they have really really good mechs too, easily on par with the 9S. (ed: I play for wolf and I'm tired of hearing 9S complaining too)
Leads into saying that on the 20th (next week) there will be new variants - 1 for each of the clan mechs (except hellbringer - no canon variants available right now & didn't have time to make one) - MDD-C, DWF-S (JETS?!?!?!?!?), etc. Will be package exclusive for 3 months, priced at equal to bulk MC price (i.e. 100$ MC pack ratio, 250 MC per $), comes with free mechbay. After that released for cbills. There's a timber wolf with PPC in each arm, 2 missiles per torso, Russ can't remember name (Sean: TBR-D).

Q16+17 (increase cbill rewards in CW? possible to spend cbills on planet defenses/etc?):
Want to keep an eye on these issues, but with queue fixes matches should come faster, so wants to see how much that helps before tweaking earnings. As for the other, upgrading turrets for cbills is a thing that has been discussed, but Russ hasn't heard an idea he likes there yet b/c balance is tricky. All falls under the heading of 'logistics part 1', which is currently on the drawing board.
(Sean: do the devs expect CW to be viable for solo/small group for earning cbills?):
Russ says that right now, solos and small groups can't really make their living in CW yet, only 12s really can drop fast enough and win consistently enough to make bank in CW. Can't crank earnings up for CW for solos because groups will become insane. Game type options for smaller groups will also address this.

Q18 (adding old game modes to CW?):
Kinda, but not straight ports. New counterattack is a variant on skirmish, but with its own twists. Mentions scouting missions, raids, etc, wants to give CW its own flavor, not just retreads.

Q19+20 (new modules? CW modules? new deployables like landmines?):
Have had discussions about things like mines, but it's not something they are thinking about or planning right now.

Q21 (armor quirks for things like atlas?):
Some changes for atlas specifically in phase 2. In general phase 2 is coming, only about 1/4 of them are in right now. Possibly more passes beyond that, but dunno yet. Probably will spend some time with clans before an IS phase 3.

Q22-23 (tiny mechs - survivability of 20-25 tonners, what happened to the flea & urbanmech?):
First part is about quirks, no immediate plans for locust (or maybe even more leg structure?), russ doesn't remember which lights are still waiting on phase 2 quirks. They've already done a fair amount, don't know if they can realistically make them any tougher. Flea still is planned, but they don't know if or when it will actually come. Plus, MASC. It's not likely to get priority soon.
Urbanmech - here's the deal. Russ still doesn't know if people are serious about wanting it, but he's been convinced to test it. Jan 20th they will launch a page to preorder an urbanmech! They have concept art, etc. Urbanmech will also have 360deg torso twist. Basically contingent on getting enough orders whether they'll actually make it. 2 versions - 1 20$ 'standard' pack with variants, a bit of prem, a warhorn, etc, 1 40$ 'collectors' package with custom skin + cbill bonus version, more prem/warhorns/etc. The 'monthly reward' is purchase between jan 20-jan 31, get bunch of extra crap. Would be released early april, and specifically says it's not an april fools. Also teases if we get this he might put in a stock button JUST so that he can see a 12v12 stock urbanmech battle. What makes this viable? 360deg torso, adds more hardpoints as usual (at least 6?). Engine is a bit undecided - needs special case coding for the 60 engine (negative tonnage!) - but don't know what they want to make the engine cap be. Probably higher than stock, but not sure how fast they want to let it go. Will solicit community opinion.

Q24 (more champion mechs/bundles? more hero mechs?):
Dunno? Missed the start of whatever he said. (side note: finishing of dynamic geometry/weapon scaling is coming soon.) They like bundles, want people to keep mentioning what they want to see. Sean asks clan heros, russ doesn't know if they'll do any - not opposed, just no plans.

Q25 (destructible terrain?):
Collisions are priority over this. It'd be cool, but it'd be a very low priority.

Q26 (willing to postpone features in favor of polishing?):
Russ wouldn't mind, but doesn't think they can get away with that from POV of community. Does say that they ARE kinda doing things like that right now in the sense of polishing CW and some of the other stuff listed above, just can't focus on it exclusively.

Q27 (community created maps? community-designed, PGI created?):
Dunno. (aside - next CW map on the 20th) They have a good pipeline for map making now - plans for a HPG and tourmaline themed CW maps already - should probably see a new CW map every month. Russ thinks that's very valuable, doesn't want to shake up the map making process while they've got a good thing going.

Q28 (upgrading a standard mech to hero/champ status (cbill/xp boost) with MC?):
No.

Q29 (what do you think is the most innovative/entertaining thing you're currently working on?):
Right now they're heavily in polish/improve/gruntwork mode improving CW. In october he would have said 'CW!', but right now they're not in that sort of mode. He's excited about all of the stuff he's mentioned above that they're currently working on, but it's not that sort of splashy new stuff.

Q30 (fedcom alliance reflected in CW? Bombadil: in general, how much will lore influence CW?):
Russ wants to explore this beyond just this particular lore question (i.e. fedcom). Russ prefers letting the players determine it rather than hard-coded alliances, giving players control in that way, and he thinks it's worked out really well. He likes all the alliances that have grown up, he likes player-driven politics, would rather not change it.

Q31 (CW planets being won on ghost drops? plans for fixing this?):
Simply put, they're NOT being won on ghost drops. Russ has the stats, and that's just not the case. He thinks this is just because people don't have enough info on queue state. Only 12% of matches in entire day are ghost drops, and almost all of those are outside that final 2 hour crunch period. Expects upcoming changes above to further reduce this.

Q32-33 (more weapons - bigger IS streaks, snubnose PPC, LBX ammo, blazer?):
Sticking with timeline, so those will only come if timeline appropriate.
(Bombadil: any further thoughts on timeline - resets, how fast will the timeline advance, etc?):
Russ doesn't think they'll stick strictly to the timeline long term, they will probably move it along once they think they've fully mined out a given era, don't want to make players wait for good content if they need it just for timeline, but probably not soon.

Q34 (MASC mechs that aren't fast enough to break the game - shadow cat, executioner, etc?):
Would consider this, yes (didn't sound like any immediate plans).

Q35 (solaris? FFA?):
Would consider it, but if so it'd be lined up along with or behind all of the CW alternate game mode things. Making it actually good/deep (solaris tournament system or similar) would be a huge amount of work, though - would be as big as CW. Not going to work on it this year, but it's definitely on the radar and they want to do it.

Q36 (non-participation in CW - attackers camping and drawing out the game, any plans?):
Russ knows about it, some people like it, some don't. He doesn't know if they're going to do anything to change it, either way nothing on the table right now. New counter-attack mode might help some, since defenders can push out on that mode. (Sean: units have suggested that defense should be able to open their gates, Bombadil kinda moves on before Russ can answer.)

Q37-38 (decals - when? how?):
Decal system is essentially done, like voicechat and faction chat it's being integrated with UI. Not quite as soon as those other two, but should be in for quarter 1 sometime. Want to tie it into loyalty points too, etc. 3 decal channels - 2 dev-provided, 3rd user-created. Units could submit logos, MC cost, would need review/standards to prevent abuse.

Q39 (why mercs working for clans?):
Basically because people wanted to use both clan and IS mechs, but Russ didn't want to allow mix-tech teams. So, only real way to do it would either to have CW seasons with resets so people could play as clan once and IS the next (which was a very unpopular idea), or the current system was the only other real way to make it work. Might tweak these to make it fit a bit better with lore, but the system pretty much has to stay.

Q40 (oculus rift?):
Rift is cool, got a lot going for it. Devs love rift, want to do it, but can't prioritize it right now, just too many other critical stuff to work on at the moment. (Paul in chat: rift is still prototype, no point in spending effort on it until it's done when they have so much other stuff to do.) Probably won't happen soon, but once it's officially released they would really love to add it in, they think it would really be awesome.

Q41 (weekday or week-long events?):
No reason they couldn't do it, but weekends are (of course) their highest player counts and so they normally do them then.

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