All credit to Zeece on the main forums. # Primary Topic - Community Warfare #Are you really dropping all the regular maps and going 100% invasion for CW? - Changes in CW has made it harder to use the old maps and modes - 2 Confirmed Maps... 3rd will be complete in early Dec Alpine theme, Canyon Network theme, Caustic Valley Theme - 3 different lance dropzone for Leopard dropships - Normal maps won't be included in CW intitially.. will need to be upgraded/overhauled to support new Invasion functionality # Due date for CW Dropship testing? - Tomorrow Nov 14 - starts Friends and Family CW Testing - Its big feature so need encompassing testing - Dec 2nd patch very light - Dec 16th still target for CW release - Need to decide on Invitation mechanic for testing # Will Solo Faction Players be supported in CW without units? - Yes we expect you to be reasonable participate in CW - Attack and Defend as a Solo Player with Contracts - Que will build up to 12 players and then launch.. mix of Solo and Group # Attack windows seem very inconvenient any chances they will be changed? - Attack Windows gone.. open all the time - Will watch ques and put in extra Calls to Arms during peak times to draw people into CW - Want to support players to exist exclusively in CW. - Will watch battles alot / gating implemented to try to prevent auto wins. Perhaps a 10 minute wait for defenders to show up - Need to get alot of real data to help make decisions # How are you going to prevent large factions from ganging up on smaller and what rewards will you provide if you help them out as Mercs? - Capital can never be taken... always a base - All factions will initially start to pay the same to attacks - Can alters reward structure as the game goes to help out weaker factions - Smallest Faction is atleast 1000 players # what are you going do to maintain faction balance? - Change rewards to influence player behavior # Will Dropships be armed? - Will be armed and customized with turrets.. Significant damage output to prevent spawn camping # Can you separate CW and Competitive players by allow people to be in both a unit and SolarisVII stable? - Not now.. but in the future # Large units have both hardcore IS and Clan players... can this be supported? - No.... This is why they went with Contracts to allow individual players to switch sides. - Probably never salvaged mechs allowing IS unit to have Both Clan and IS mechs on same side - Clan tech on IS mechs? YES, but way down the timeline # Will the Concept of Attrition be in CW? - Not in the beginning - plays into logistics which isn't available at the beginning - Doesn't want to handicap players since this modifies and sent players away # What are the planned limitation on Group Creation in CW? - None.. this is suppose to be hardcore mode - Large Groups and Competitive teams are not going to be stopped by groups of Solo Players. The Counter for these are more of the same. - Big groups want to see big rewards. - Solo player support needs to be watched, as its going to be very hostile for these players, but there will be trade offs that will need to be evaluated. - Probably very tough for Solo players - Battle Wheels and VOIP additions on the board to get into the game. # Warning to Solo player that click on Faction Tab so they know how dangerous CW will be for them? - No # Set of Module of cost more mech with upgrades. Makes Dropship mode VERY expensive to outfit mechs. Will this change - Maybe change modules system to that modules are cheap but are permanent additions to mech. - Perhaps MC to remove them like WoT - likes the expensive but interchangeable # What will make Permanent Contracts stand out for Long Term - Longer the the higher the multiplier for LP - Permanent created to support those types of players that don't want to - expect vast majority of players to do 1 2, or 4 # Intensives to use Faction Mechs in CW? - Probably not since it will be limiting to the player... maybe in the future # Will you force 1PV only for CW - Sure it makes sense but He really doesn't care about forcing it # Will Faction Rewards be truly special? - Wants to make truly unique rewards (player driven) - LP will be under used to start with - 20 levels of LP... Phoenix packers will start between Lvl 1 and 3 - Titles will appear in game within 1 to 2 months of CW launch - Decal system will launch shortly after CW launch - Wants to avoid Faction skins since the time involved to create them is immense. - to start with will look an achievement system.. will evolve over time. - Perhaps add in discounts for equipment - Will get lower rewards if added and you are already higher level # CW Summary? - All Players be set at Mercs - Now Choose - No planned Seasons, want persisent, much might need to reset at some point - Contracts to start 1, 2, 4 months and permanent - Want to make faction decision feel weighty - Each Attack / Defend Contracts will tell you the rewards upfront - LP as you fight - Unit Players will ALWAYS drop as a Unit/group.. never solo - As you gain planets the map will change - Highest Performing in attack/defend Unit Tag will appear next to Planet - Universe Map has had a major upgrade - 140 to 240 starting dropdeck - Will vary by planet.. but 140 to 240 will be most common - 3rd Person view as the initial drop starts - First Death sends you back to drop ship lobby and select next mech - 30 second respawn timer - Thinks match lengths last no more than 30 minutes - Main Objective will be giant anti-drop ship gauss rifle - 24 hours to fight over 11 zone. who ever has 6+ zones at the end gets the planet - December 16th is the target release - Beta Test with Friends n Family starting Nov 14th... will expand via invitations - Initially Faction will care BETA tag so that we know its a work in progress - Probably wont have Drop Costs to start with. Unit Coffers wont be needed to start - Wants Coffers to be able to upgrade planetary defense upgrades # Whats the incentive to go Merc vs House? - None to start with, tossing around ideas for change in rewards - Would like to evolve it. - wants to prevent faction flipping as much as possible to prevent gaming the system for better rewards - will take ideas from players on how it can be improved # What were your takeaways from the Weekend Challenge with Weight Limits to help Group Queue MM - Keep 3/3/3/3 in UI make it more restrictive 2 - 1/1, 4 1/1/1/1, 8 2/2/2/2, 9 3/2/2/2 - Provide Small Handicap to Small groups... with tonnage restrictions 2 man 60 - 175 3man 120 -230tons 12man 480 - 720 - Match up group sizes on each side - Layer in Average ELO for groups - Reintroduce Game Mode voting with ability to veto ONE and Only One Mode # When will these changes be made? - After Christmas # Are you worried about player backlash on this proposal? - Players have to accept things have to change for the betterment of the game. Something has to give.. cant get something for nothing. # Any plans to fix JJ animation on certain mechs that allows them avoid/spread damage? - Aware of issue but not near future fix.. 2015 # TTK Triple HP on all mechs to make everyone will more survivable? - Match Length since Quirks has dropped only 15 seconds. - Trying to find a good way track this better. - Based on Match length the TTK probably has only drop a small amount. - Might consider increasing Armor and HP in short term. - Current Meta from their stand point is all MPL and SRMS now. - Looking for balance... always going on # If we get Clan Hero Mechs will they get Omnipods or Locked Hard points - Assume there will mechs but no timeline - Not really thinking about them right now so can't really answer it well - Don't see Clan Hero mechs breaking Omnipod rules. # What was the result of the community outreach on ECM? - Still committed to attacking the ECM problem with directed Town-halls - Probably post Christmas - wants to talk ECM, Ghost Heat # Do you have plans to review mechs that have fallen short of the mark on Quirks? - already have a list building - probably no changes until Dec 16th build at the earliest and even then will be small to start # Add Non Weapon IS Quirks? Consumable, Sensor Range, etc... - Absolutely but no list right now # What was the reason for adding the S Variant of the Timberwolf... seems overpowered. Consider changing it to provide better balance? - Wont be removed from game - Can't forsee everything.. sometimes things get added. Sold alot.. not going to take it away from anyone - Nerf it? Maybe... but that's apart of the balance equations... maybe add negative quirks # Would you consider a longer release schedule because of the price point of mech packs? - yes # Possibility for a bigger, more organized, better marketed tournament? - Yes, would love one soon! # Urbanmech ETA? - Alex has mocked up the Urbanmech # How the API coming along? - didn't comment # How is VOIP coming along? - not worked on at all... want Buckton on it soon.. A TOP priority # Command Wheel? - Would like but not priority # Any plans for global help and chat tabs? - Huge revamp of UI underway - Smurfy Mechlab + Collapse Smurfy view - Potential to drag weapons directly onto the mech - Alot of work.. most after the New Year - If going to go Steam 1st 1/2 of next years need a FTUE overhaul including help and new tutorials - No ETA # UI 3.0 when? - You can call the above 3.0 if you want - 1st 1/2 of 2015 - He will call it 2.5 - it will be wicked # Colorblind friendly mode for UI? - Doesn't have an answer? # Plans to take smaller maps out of rotation, enlarge or revamp them? - Been talking about reworking them - Using them for FTUE to ease new players into the game in 4v4 games # Any Re-flavoring of existing maps in the works? - Possible - Working on Time of Day functionality probably see it in CW Invasion maps first # Would be nice to have a module swapper - Much easier in new UI.. - will know what mechs they are on!!!!!! # Map release schedule? How often? - Fairly quickly AFTER CW - Maybe as much as once a month for re-flavored maps - 5 new maps this year... just sayin # Will some maps be available for Dropship mode and Public Que modes? - Effort need to make the two compatible... definitely not day one of CW... in the future maybe # How happy are you with Clan Engine XL drawback? Most players don't seem to notice it - We can grow it pretty easy - For now no immediate plans to change it - Will wait for CW and review # Mech Collisions and Knockdowns implemented soon? - Top Priority for Russ.. but need resources to become available after CW to look at it # Will we get additional Omnipods added to Ice ferret and Summoner to give them more variety? - Yes but no schedule at the moment # Is PGI willing to create variant for Chassis that don't have lore variant that are available? - Yes # Custom Hangers for MC? Things to customize Hangers - Great idea! Just need available resource # Mauler Update? - Not really but its an obvious good candidate # Considered IIC mechs? - Yes.. will be a timeline thing - Very focused on Clan Invasion # Any last comments? - Very glad we got chance to have another one before CW release - Work very hard to get CW into the hands of the community ASAP - Some players will be disappointed but that will always happens you do your best to please as many as possible.
Agreed. Appreciate the heads up. Some things are good, some things are not so good and some things are meh at best but overall it is nice to see SOMETHING other than deathmatch!
Seems good over all. But at this point all I want is Solaris VII. CW sounds like a good idea in theory, and at one point in time I was very excited for it, but it seems to be an unobtainable goal. At least my expectations/wishes for CW. Solaris VII however... you can't fuck that shit up. It's too simple.
I'm really excited to see the new Design of the Urby. Wonder if he succeeds to make it look as badass as Claptrap.
I'd prefer to keep modules at existing cost without being permanent additions to the 'Mech. I don't want to permanently add, for instance - wall-hax... err I mean Seismic, and then have them nerf it, or introduce a more useful module later and then have to pay realcashmoney to change it.
Or maybe they make it like upgrades where you pay the cheaper price to repay it. I don't think they would make it totally permanent, more like it's an upgrade.
I kinda like the idea of lower cost perm modules Lets be honest - aside from a few I can tell you I use the same modules and hardly ever want to switch them up but I have to because I need to switch them mech to mech. I would rather spend 500,000 c-bills for a module - like radar dep - which would go on every mech anyways - I know I put it on every one I own personally but I only own 1 of them. I'll see if I can draft up something to give an example tonight as a suggestion on how this could potentially work and how it could be potentially a benefit and how it would potentially fail.
Probably they end up with making them like upgrades. You pay to add a certain module, then pay to take it out. Kind of like Endo.
Mostly good, and holy crap, they're willing to talk about ghost heat again? If that means we can get some modifications to it by mid-2015, maybe there's hope after all. More maps, especially with regards to accelerated release schedule, upgrades to existing maps, and FTUE will not get complaints from me. Updated UI...I can only be so hopeful. The last UI upgrade did some things great and others not so hot, so it's hard to expect a different result this time. If it delivers on ease of load-out modification and things like equipment finding, I'll probably be sold. Differences in chatter about CW strike me as mostly good as well. More open windows and supporting CW as a player's all-the-time mode of play SHOULD be healthy. Loss of ideas like faction skin rewards makes me a bit sad, but as a resource intensive endeavor I can see that being pushed back to the 'we'd love to but we only have so much time and look at all this other stuff' pile. Hopefully they'll at least keep the idea alive through camo-patterns (which should be significantly less resource intensive than true reskins). Bit mrgly on module talk. I think the current system would be fine if the price was lower. It doesn't need to be a truly negligible cost, but the current observed player behavior is 'buy one, move it around'. Even with dropship mode for CW, I don't see a significant proportion of players sinking the desired number of C-Bills into modules until they no longer NEED C-Bills anyway, which defeats the purpose. I still think it's a better compromise for everyone rather than having permanent/removal, because things like the proposed MC for removal are an unnecessary barrier to free players. And mimicking World of Tanks is not exactly going to endear PGI to the playerbase, especially not with an outright admission of 'borrowing' a system from them. I wouldn't be too broken up if it was C-Bills and much, much lower cost while moving to a permanent system more like Endo/Ferror/DHS upgrades.
Well they need to be so careful. I loathe the idea of a MC barrier for removing modules and I'm one of their larger whales. Lets be honest I bought gold mechs for no other reason than to support them. But I also play very intensively and am often tweaking mechs. The idea of watching the MC I spend on hero mechs just dissappear for changing modules?!?!?! Permanent modules just seems to cater to the group of players who run a handful of "competitive" mechs and thats all. Not entirely surprised I suppose when that group of players seem to have a direct line to PGI.
My proposal had the idea of the C-bill modules just breaking and no MC cost to remove at all - only option to replace with a new one. Instead create some MC "premium" modules at about the cost of between $2 ~ $3 each that act like the ones we have now and then having everyone who has modules now get theirs automatically upgraded to the "premium" versions. Of course prices of modules I proposed are between 70 - 80% cheaper then they currently are.
If I have to buy modules for all my 70ish mechs because they are now kind of upgrades, 70% "cheaper" than now actually makes them 50 times more expensive, all things considered. Exactly like clan XLs you have to buy every time, when you buy an IS XL only once and then swap it from mech to mech without having to buy it over and over again. If they want to turn modules into " mech upgrades", fine, I support this idea, but it should not cost more than 200k each. Hum hum... it still make at least 800k per mech (4 modules), still expensive... Of course a refund for all the cbill previously spent on modules. And I'd prefer not having "premium" MC modules. The current ones (consumables) are kind of ok, but only because they're outrageously expensive and nobody would think to use them on a regular basis. But a "fixed" module, people would actually buy them and be given an advantage for paying money - you know how it's called and why this is bad.
uhh the "premium" modules would act like the ones we have now - the difference between them and the c-bill ones is that you could move the premium ones around freely without them breaking - nothing else. Its a pay 2 not spend c-bills, I.E Pay 2 not grind. No other advantage - same stats 100% as the c-bill variant, just not locked to the mech,