Roadbeer said:
Well, you made issue of it, I called you on it, now you feel silly. I understand.
So, you actually want me to pick apart the PGI talking points that you've c/ped. Ok.
Actually, MarsAtlas brought up the fact that these accounts were made specifically for this topic, I'm just confirming his suspicions.
Roadbeer said:
Where to begin with this...
1. Ok, there are more core features than just the "Community Warfare" (terrible name). As of the "4 Pillars" that were announced in the original Dev Post 0, only 1 of them is actually in. Information Warfare and Role Warfare have yet to be implemented in any meaningful way in addition to "Community Warfare". This isn't just my opinion, one only need to look at the forums and the litany of "WTF" posts to see that the opinion is widespread.
2. Community Warfare was not only in the original design document (not, as you suggest 2013, but EARLY 2012) and was announced to be released "Within 90 days of Open Beta", which was November 2012, putting the release date in Q1 2013. After the date passed, the topic was completely ignored for the first half of 2013 until it was once again put on the roadmap and stated to be "within 90 days after Launch" which was 1 year ago this month, putting the implementation date around December 2013. In the "State of the Inner Sphere" address from Russ Bullock in December of 2013, he said that CW would "Conservatively be fully implemented by September or October of 2014". Here we are in September and it's only phase 2 (technically phase 3 because they called their "Launch Module" Phase 1, then completely forgot they did that) of what was slated to be a 4 phase project.
3. Just because Project Inception didn't begin until June of 2012, where they let the "Founders" purchasers in, there was the "Friends and Family" phase of the ALPHA testers which started in Q1 2012, this was rudamentary late ALPHA, early BETA, but coding had actually began sometime in 2011, so technically, the project IS 3 years old, just not full access to it.
Role Warfare and Information Warfare are pretty much there when you look at the few dev posts talking about them. The Dev Blog 0 you're talking about only has the word "pillar" twice and of the "four pillars" only one is actually mentioned, Information Warfare. In the very first Dev Diary Russ Bullock talks about how it wants these features to be implemented.
He talks about how Information Warfare is about how the targeting is shared between teammates instead of active radar like in the old MW titles, how you'll the goal is the need to scout and actively look for your enemy. This is true in MW:O today and has even been expanded with ECM, UAV, and Seismic Sensors. If the enemy has ECM you can't just hope for that blip to tell you where they are. If you carry Seismic you can get information before you even see the enemy, but only if they're fairly close. Keeping in cover, moving unseen, throwing that UAV up just behind the enemy, this is a thing in MW:O today.
He also talks about Role Warfare and how instead of just earning your way to the biggest mech you'll instead be able to be effective in smaller mechs. Is it not true that Light and Medium mechs can hold their own on the battlefield and contribute to the team? ECM lights, NARC/TAG spotters, harassers, DFS, skirmishers/brawlers, strikers, LRM support, there are tons of roles to fill and each one has been becoming more and more viable as the balance progresses.
As of the "State of the Inner Sphere" post you're quoting, only the Launch Module, Association, and Planetary Conquest were the missing components of Community Warfare. The Launch Module, or private lobby system for those uninvolved, was released on time. Association, creation of units and aligning with in-universe factions, was released on time. All that is left is the Planetary Conquest section, of which they have 2 full months to deliver on to meet the deadline(it's the beginning of September in case you forgot).
The project may have started coding before 2012 but saying that these features have been pushed back since then is an absolutely lie. At that point it was just musings on the direction the game was going to take, not set-in-stone features.
Roadbeer said:
Compared to 2014, 2013 was a flurry of activity, they were still in BETA mode. And while I agree, they did release several maps, and Pay/free content in the forms of avatars and cockpit flair, there wasn't a single feature released in 2013 and as admitted by Russ Bullock in the "State of the Inner Sphere" address, this was because they were not sure they would have the licence for MechWarrior past 2016 (You can read that as they were phoning it in until they were sure they could keep it) but all the while they had no problem selling content that was frequently launched P2W then nerfed to uselessness. Also, in 2013, they missed EVERY deadline set out in their own roadmap, by months, if not completely abandoned, until they just completely removed the roadmap from the site all together. It wasn't until December 2013 when they released a new one.
Roadbeer said:
Since their "Launch" in September of 2013, every single feature (Let me restate that) EVERY SINGLE FEATURE has been put in the game broken, unuseable and required numerous patches and hotfixes as it made the game unplayable (The last one I experienced before leaving the game was when they launched the new UI and having a friends list of over 200 would crash the client if you went in the social tab, this took 6 weeks to fix).
Their new UI was several steps back from the one they used in early Closed BETA and all feature production was halted so they could work on their latest cash grab "The Clans" where 24 new avatars were sold in packages ranging from $30 - $500.
It has been the culture that anything they sell arrives on time and working, but anything that is free is broken or useless.
Between these two paragraphs, I'm really confused. 2013 was a flurry of activity compared to 2014, but in 2013 we had no features and in 2014 we've had multiple features? 2013 was the year of stale balance, where most of the changes being made to the game were mech and map additions and back-end work for Crytek improvements and eventual UI2.0 implementations. We got 12v12, a few maps, mechs, HSR, netcode work, heat scaling, and I believe ECM came at the beginning of the year; I'm not sure, it has been almost two(not three) years after all.
2014 has given us private lobbies, tons of missile code fixes, UI2.0, unit creation, tons of mech hitbox reworks, multiple game changing balance patches, an assload of mechs, and hopefully the final piece of the much requested CW.
Sure, 2013 seems like it had more stuff but the stuff it had wasn't quite as visible and important as things like UI2.0 and private lobbies.
Roadbeer said:
In the 3 years of development, there are only 10 maps and 1 game mode that can be played 3 different ways. Private matches require "Premium Time" in which there is no reward for playing, and only recently was the ability to play with more than 3 of your friends added as it was determined that "84% of their players launch solo"(In a multi-player game? WTF?)
There is nothing in this I'm not just laughing at. The "Star Map" is just a broken, non-interactive image taken from Sarna.net.
On the whole PGI has shit all over the 30-year franchise that is Battletech/Mechwarrior and released something that can only be called MechWarrior: In Name Only
Just because you personally play every game mode as TDM doesn't mean they're the same. The different game modes certainly make people play the maps differently. Conquest on Alpine means avoid Tryhard Hill. Assault in general means you can pull enemy attention by attacking turrets or capping the base and you have to be wary in general for base rushes.
Yeah, premium for non-12v12 private matches suck, I'd rather not have that. However, they've been giving out premium a lot recently and many people run it all the time so finding people for private matches isn't ever really a problem.
If you remember correctly you could group up to a full 8 in the public queue back in the 8v8 days. It was absolutely awful and killed the fun. They made it 4 max to help fix the public queue and it was certainly necessary at the time. Now that they've reworked the matchmaker and introduced 12v12 we're in a completely different situation than we were when group sizes were originally limited.
The Star Map is certainly not broken, the graphical errors were fixed in the next patch. It's also interactive, though it's not very deep yet, but what do you want out of a map? It's a map, in it's essence it is just an image. You can find planets all the way in the deep periphery, the Pentagon worlds and Clan home worlds are out there, and when the next portion of CW drops we'll actually have planetary conquest.
If you think PGI are the ones that shat on the IP then you're absolutely blind to the past. MechAssault and MechAssault 2? MW4? Microsoft has already done that, PGI brought the IP back from the grave.