Posted 08 February 2013 - 11:55 AM

Stat Wipe clarification:

A: Stats are Kills, Deaths, Wins, Losses, Accuracy, etc. No MC, XP, CB will be removed or reset. This is in preparation for the addition of Achievements. This is also not final, but a thought. We may move to a seasonal concept, similar to other F2P products. No final decisions have been made.

Customization related:

A: Interesting idea, anything is possible.A: We have started to increase the number of sale events to help encourage players to make that first purchase. So far all of our recent events have been huge hits.A: No plans to allow changes here. The hardpoints are an important part of balancing out each variant.A: We plan to introduce 1 basic and 1 Phranken style pattern per month, starting in February.A: Yes.A: Neat idea. No promises.A: Yes, and it will cost MC to change.A: Yes, with UI 2.0. No firm ETA, it’s in the works.A: Yes, with UI 2.0. No firm ETA, it’s in the works.A: They use a custom geometry, and like Hero Mechs are designed to be recognizable on the battlefield. We are looking into the merits of allowing this customization. Stay tuned.A: At this point we are not ready to discuss Clan Technology. We are getting very close to a final design, so look forward to a more official announcement in April/May.A: Yes, but it’s very low priority at the moment.

Console:

A: David Bradley is working on a concept, expect a Command Chair post when the design is ready.A: David Bradley is working on a concept, expect a Command Chair post when the design is ready.

Mechlab:

A: This has been partially addressed in the February 19patch.A: No plans.

Graphics

A: We continually expose more variables for players to tune. Depth of field is an aspect of gameplay, as it affects player vision. We are reviewing the gameplay impact, and may add the option to tune it.A: There is a CryEngine bug associate with this feature, expect to see it fixed in the future.A: I answered no in the last QNA, but this has been brought up numerous times, so maybe.

Weapon Related:

A: Not at this moment.A: Possibly, we have a design for it.A: Tuning is ongoing, expect some changes in the next 2-3 patches.A: Done.A: Yes. Thanks to Sean.A: Yes, in the future, provide it’s available in the timeline.A: Melee is something we want to do… however making it fun, and practical, isn’t so easy.A: Yes.A: It has been discussed, no plans yet.A: We plan to add this with UI 2.0.A: We have tuned the crit HP to make it more vulnerable.

Joystick:

A: Yes, no ETA.- What news, Any news, can you convey regarding native Joystick/Controller support?A: Ongoing improvements will come online in the next few months. Nothing firm yet.A: No updates, we are currently deciding the feasibility of the controller.

Maps related:

A: Yes, this is coming.A: No plans at this time.A: The content was created in a different engine, a lot has changed since then, including the design of the game. We plan to add more city levels, now that we have the assets available to us.A: Volcano, Canyons, and Moonscape are up next after Alpine and Desert. This gives us a full suite of art assets to play with and create dozens of combinations .Yes!A: Due to the complexity of designing maps, including the performance and balance requirements, we do not plan support user made levels. We are working towards more alien looking worlds with the upcoming new maps. At this time we are not able to discuss the details of CW, however, we are being very careful about player-to-player transfers, as it opens up the game to farming and cheating.

‘Mech related:

A: Yes. Very much so. There will be collector achievements, along with the need to own multiple configurations of Mechs for DropShip modes.A: We are currently working on implementing the quirks of each variant. These quirks are little stat boosts and nerfs applied to a variant of a Mech. This is meant to both balance different variants of the same chassis, as well as balance them when compared to all of the other chassis. Newly created Mechs will receive these quirks as they’re released, and we hope to implement them on one or two older chassis per patch. [David]A: The first part of the question would require a more lengthy response from David Bradley, I will ask him to make a post. As for the second part, yes, we plan to add variants to existing Mechs.Note from David: Definitely something that I can do but, yes, it would require a somewhat lengthy response.A: It’s still under consideration, not plans or ETA.A: I can’t comment on Unseen/Reseen. Very sorry.A: I do not view them as P2W, as they do not create a way to circumvent skill as the primary attribute for success.A: We plan to give Pilot and Mech Trees an overhaul in the near future (late spring/summer).A: If a Mech calls for it, then yes.A: I hope so. So many mechs, to many choices… aaaaaahhhh.A: We plan a full range of Hero Mechs for most mech types.A: No plans to at this time. However, each of these systems is always undergoing tweaks, and we may see something like this in the future.

Matchmaking:

A: No plans to make ECM part of the matchmaker. As with all game systems, we continually adjust, tune, add new counters. Both the Feb 5and 19patch contain ECM tweaks and counters. Check out the patch notes for more details.

Repair and Ream:

No plans to bring back RNR. RNR was removed to create a balanced economy. In the end it created more problems than solved, and was essentially a tax. The system was prone to abuse by farmers and active players. The decision was made to protect the integrity of the game at the cost of removing a feature most people did not use (based on telemetry).

Servers:

A: Each region is has its own database and unique user names. Regions do not play with or against each other.A: I do not have a timeline for Asia yet. When we do, expect an announcement.A: None at the moment. If we did add more servers, they would likely be on the west coast.A: We are reviewing this.A: No yet.A: Our goal would be to offer a onetime transfer option. Regions will have their own servers and unique accounts.

Miscenalleous:

A: Yes. This is working, but waiting on some fixes to the netcode.A: No plans. We are looking at other ways for the community to participate however.A: Anything is possible!A: Yes. When stats are nearing integration, expect a Command Chair post with all the details.A: It will be turned on shortly.A: We’re tracking better now. We had some unexpected delays when we went to OB, it was an adjustment managing Live Ops and Feature development. That hump is over, and we can plan and deliver with much more accuracy and predictability. This makes me a happy panda.A: The engineers are working on a fix.A: It’s possible down the road, no promises though.A: It’s coming in the next few patches. Sean Kolton.A: PVE has been talked about, no plans to develop or release anytime soon. We plan to add an offline Testing Grounds in March.A: No plans in the near future.A: I’m sure you will see a bunch of devs online over time.A: Plans are to be at PAX East (panel talk) and GDC (career both). We’re working on some more formal events as well.A: It’s in design and should be coming online May/June.A: 3ds Max, Mudbox, ZBrush.

Website:

A: Yes. We are adding more details in the coming weeks and months, the work is well underway.

Mash-up questions from Blade Pride:

A: MaybeA: No plans at this time.A: Maybe.A: Yes.A: No plans at this time. Reconnects is under review.A: No. Maybe. There’s a technical reason for not allowing it. Trees are not replicated across the network. (client side only)A: Most likely.A: Yes.A: Not to start.A: We will see in a few weeks, but yes, all tests point to improvements. Only 10-15% of all matches end in a lopsided loss/win.A: No plans/Maybe.A: Eventually there will be a battle log, so yes.A: Millions.

Mash-up questions from jay35:

A: Maybe.A: Yes.A: Yes.A: Yes. Like 12v12, this feature is heavily dependent on network performance, and requires engineering work.A: Something similar, yes.