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#1146 Welcome Back to The Hawken!

Posted by ticklemyiguana on 21 March 2015 - 02:50 PM

First, a song.
https://soundcloud.c...wken-precussive
(Hyginos, it’s spelt PERcussive, dammit.)
 

Welcome Back, Pilots!


Since January 5th, the forums have been down. Servers have slowly been going offline, the coffee was getting cold, and prior to that we had absolutely no communication with our developers.
There are a lot of questions that have been asked, and certainly there are many answers to be had.

Also first: There are new developers. This is real. The hypetrain is waiting.

Second: The acquisition of the Hawken franchise to our new overlords (Reloaded Games) was finalized on March 13, 2015. There is currently a very small, very communicative, and very dedicated team working on breathing life into the mother######ng best game of all time ever sweet jesus yes Hawken. They have reached out to many members of our community utilizing the Hawken TeamSpeak in order to get a feel for our expectations as the mother######ng best community of all time I ######ng love you all its core playerbase.

Third: A few pieces of information to encourage the transition.

1. Things are going to go SLOW. But they’re going to go forward. Reloaded has a small team working on Hawken, and currently it’s up to capnjosh (the lead producer for the game) to draw up an appropriate team and plan for the game. Please be patient and respectful. After hours and hours of voluntary communication on his part, it’s become very evident that we love this game, and if you screw this up I will find you and hurt you they have a bit of pressure to deal with. It’s best for them, us, and the game, to let them work at their own pace.

2. They are intent on bringing us more mechs, more maps, and more game modes. Hail Satan.

3. Adhesive games did a stellar job waylaying the pitfalls of bankruptcy. Please harbor no ill-will toward them for their silence. They spent a lot of time and effort making sure Hawken could be handed over in as pristine a condition as possible. They understood very well that they had the pleasure of serving one of the best communities in the world, and did their best to respect that.

Moving Forward.

Toward the end of Adhesive’s run with Hawken (may their spirits forever roam free) something pretty brilliant happened. The community came together and attempted to actively reverse the decay that came with the silence of the developers. We made events, we organized steam game drives, we posted challenges and tutorials, and I’m not saying a lot of this wasn’t happening all along, but damn did it make an impact on me as Hawken slowly sunk.

War Wednesdays is still on. Currently it’s sort of a make-shift deal, as there are no private servers for us to access, Nope. Nope. Nope. They're back, and every Wednesday at 9PM, we cram into our teamspeak and yell at each other about Hawken.

https://community.pl...wken-teamspeak/

Ulta Violent Wednesdays, with Dr_Freeze001 is active as well!
https://community.pl...ommunity-event/

 

Two Nights at Straya is apparently an up and coming weekend long event on some island on the other side of the planet. Find it here:

https://community.pl...ghts-at-straya/

 

Also keep on checking the community event hub over at https://community.pl...-hawken-events/
Thank you, silverfire, for stealing my fire.

And somewhat finally, The Project Phoenix Initiation Celebration!
For those of you who were around in December, we threw a fantastic community event on 12/12/14, and we’d like to celebrate Hawken’s reactivation in a similar vein. It's scheduled for April 3rd, another Friday.

Starting now, you can sign up for Tiggs’ Hawken Hopeline. Over the past week or so, as the new developers started to check into our TeamSpeak with greater frequency, it became evident that we were going to need to expand. Merl organized a page on GoFundMe in order to crowdsource the 200 extra dollars required to secure a year’s worth of a high capacity teamspeak server annnd- it took 1 minute.
One. Minute. Now, five minutes after that first minute, we were nearing 600, but Tiggs, ######ng Tiggs, Tiggs immediately threw in two hundred dollars of her own money to make sure we had the space.

Tiggs’ Hawken Hopeline is a raffle of extra money raised that will be awarded to our community in the form of MC. Now, we’ve heard speculation that MC is going to be giftable this time around (fuzzy bunny yeah) and so we’re hoping to bring that in with a bang.
There will be a first, second, and third prize of MC, likely starting at a value of around $25 USD. A post will follow with instructions.



TL;DR:
HAWKEN IS ALIVE. PLEASE LET DEVS DO DEV THINGS. RELOADED EMPLOYEE PUT DOWN 200 DOLLARS OF HER OWN SALARY TO MAKE SURE THE HAWKEN COMMUNITY COULD HAVE A TEAMSPEAK CAPABLE OF SUPPORTING A HUNDRED OR MORE MEMBERS. LIKE THIS POST FOR A CHANCE TO WIN METEOR CREDITS.
There are going to be hard times. Things are going to go slow. But the people who have picked this game up want to see it succeed, want to see our community grow, and I urge you to please, please, GO OUT AND PLAY SOME ######NG HAWKEN.


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#2 A Note from [HWK]Capnjosh

Posted by capnjosh on 20 March 2015 - 06:53 PM

I’m so excited I can hardly sit still..  I’m actually standing and trying to type right now.   Note, don’t bother. Doesn’t work.

 

 

To me, the launch of the forums kicks off the next stage in the life of Hawken.  This game is significant.  This community is significant.  The support I’ve seen this community deliver to anybody and everybody is remarkable.  Really.  It’s a sense of honor I feel to have the opportunity to work with you.

 

 

We wanted to get these forums up as quickly as possible because, dude, it’s been too long.  We’ll get the more official stuff hammered out in the coming days, but I believe the future of these forums will look something kinda like this:

 

  1. You can freely express your opinions and you’ll see people being constructive (of all the crazy things ;)
  2. You will see thoughtful feedback that intends to be professional
  3. You will find a well-organized list of highly-regarded, well-made community design proposals
  4. You will find the Dev team actively wrestling with how to integrate community design proposals into ongoing dev sprints
  5. You will make a set of friends you respect, even when you heatedly disagree with them
  6. You will see many other communities sprout up around the world, each reflecting similar ideals and growth
  7. You will see rage and drama and many a fuzzy bunny.  And then you’ll see the same people coolly isolate the differences in assumptions, and then create a proposed solution, complete with tests…. Ok, now I’m preaching ;)

 

Seriously, this is gonna be good…


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#7765 Project Phoenix Initiation Celebration!

Posted by ticklemyiguana on 28 March 2015 - 09:13 PM

PROJECT PHOENIX INITIATION CELEBRATION


It's time for this picture again.

Spoiler


"'The acquisition of the Hawken franchise to our new overlords (Reloaded Games) was finalized on March 13, 2015. There is currently a very small, very communicative, and very dedicated team working on breathing life into the mother######ng best game of all time ever sweet jesus yes Hawken.'
-ticklemyiguana"
-Michael Scott

I think this is a worthy cause to celebrate. It's been dubbed by a couple people as "Project Phoenix" and I want to get everyone back in the spirits we had at the First Annual Hawkeniversary Party.

The party will consist of continuous access to organized games and private servers for both EU and US timezones (and of course anyone else is welcome to attend), a Q and A session with capnjosh broadcast onto the official PlayHawken Twitch channel, and of course, Tigg's Hawken Hopeline Raffle.

So, like. Yeah.

It'll start at 8PM GMT for the EU side of things, and 9PM EST (to give all our West Coast friends some time to get home from work). The date of the event is Friday, April 3rd.


Like the last non-weekly event we had, you'll have the option to choose from multiple user based game modes:

Night of The Living Fred
A classic user defined gametype based on various "Zombies" modes found in other games. A deathmatch based variant, the game starts with a single player in a Fred Chassis CRT. Other players are allowed to play any other mech except predator, technician, or Fred himself. Other players are barred from repairing or using repair internals, though health orbs are allowed.

The Fred is only allowed to fire TOW rockets and can repair whenever he or she pleases. If you are killed by The Fred, you become one as well.

We will be disabling radar for this gametype.

Convoy
You've been tasked with transporting a large sum of cavorite from one base to another.
This variant is centered around a single brawler, doomed to stay in turret mode for the duration of the match. Each player gets one life, and each team is limited to strictly one tech or less. This is another variant without radar, and while one team's objective is to move their brawler from one point to another, the other team's objective is to stop it.

(In its current state, the attacking team almost always wins. Testing will occur this week in order to ascertain an appropriate balance.)

Alien VS Predator
Aliens: 1 Raider/G2 Raider and the rest scouts.
Predators: Predators and infiltrators. Any combination.

The predator team is allowed to repair, but cannot respawn. The alien (scout) team is allowed to respawn, but not repair. The scout team is allowed either one Raider or one G2 Raider as the alien queen. The queen can repair.

The predator's objective is to kill the queen and then mop up the scouts. Once the queen is destroyed, the scouts can no longer respawn.

If a predator/infil dies, they can respawn as a CRT (human), but can only use the assault rifle and cannot repair. They are technically aligned with the predator team, but the predators can destroy the humans at any point for their repair orbs. Humans cannot respawn either. (Friendly fire is enabled for this game mode).

Invincible
One incin per team. Five techs. Kill the enemy incin. Rinse, repeat.

Don't bother talking to your incin. It won't be able to hear you.

Monster
It's one mech versus six. The one gets a ludicrous amount of health.

________________________


Please feel free to suggest your own game modes!

The event will be hosted on the Officially Unofficial Hawken Teamspeak.

In order to participate in Tigg's Hawken Hopeline all you have to do is like that post <<<<<. Deadline is April 3rd at 18:30 (6:30) PM GMT.
Want a second ticket? Retweet and double your chances!

First Prize for the raffle will be $35 worth of MC.

Second Prize will be $25 worth of MC.

Third Prize will be $10 worth of MC.

Reloaded will generate MC codes for the winners.

It's gon be awesome.

 

UPDATE:

 

capnjosh has agreed to participate in a Q&A session one hour prior to the event. That means he will be on twice to answer questions. Once from 19:00 to 20:00 GMT (7 PM to 8 PM) for the EU side of things, and once from 20:00 to 21:00 EST (8 PM to 9 PM) for the NA side.

 

The event will be broadcast to the OfficialHAWKEN Twitch Channel and will be occurring on the Hawken TeamSpeak. All members of our community are free to attend.

 

This is a great chance for our community to voice whatever concerns we may have and for Reloaded to take them into consideration.

 

 

THANK YOU TO EVERYONE WHO PARTICIPATED, EVERYONE WHO ASSISTED, AND ESPECIALLY A THANK YOU TO DR_FREEZE001 FOR MANAGING THE EUROPEAN HALF OF THIS EVENT.

I fuzzy bunnyNG LOVE YOU ALL.


  • Robscancer, LadyTiggs, bacon_avenger and 66 others like this


#7115 Results: The Hawken Community's Collective Opinions

Posted by JeffMagnum on 27 March 2015 - 11:09 PM

As some of you may know, I recently posted a thread asking for volunteers to give me their ideas on certain issues the community currently disagrees about. After hours and hours of data entry and crunching numbers, I’ve finally ended up with something useful and insightful. If you’d like to view all of the data I have in Excel and Word, here’s a download link to a .zip. Feel free to use it however you want.

 

MMR ended up being the only meaningful statistic (except for region on a question or two), so I’ve ignored everything else to save myself a lot of pointless work. Here are the demographics of everyone who responded:

 

N=42

n 0-1600 MMR=2

n 1600-2000 MMR=13

n 2000-2400 MMR=15

n 2400-2600 MMR=8

n 2600-3000 MMR=3

Average MMR=2153.756098

Median MMR=2168

Average Ping=74.292

US Players=32

EU Players=7

UK Players=2

AS Players=1

 

Pie charts make it easier to visualize:

 

ehMLvXC.png

uh2H6hu.png

 

This is the list of statements with relevant information about the responses to each of them:

Spoiler

 

What We Agree On

 

 

There’s clear consensus on some of those statements, and I think we should discuss those first. 76% (32/42) of the people surveyed believe air speed is in a good spot, and agreement isn’t limited to MMR ranges in particular—the mean and median are only 21.3 and 33 MMR below the mean and median, respectively.  However, wanting air speeds reduced strongly correlated with region. Despite making up only 24% (n=10) of the total sample group, players outside of the United States accounted for 75% (6/8) of the votes for decreasing air speed.

 

74% (31/42) of the respondents think the level restriction on AC should be lowered or removed. A lot of those voters also voted for universal AC, so there’s a clear desire for AC to be more accessible. I’ve wanted this change ever since AC was introduced, and I’m glad to see widespread support for the idea. It also has roughly equal support among all MMRs, with the mean being 19.7 and the median being 32 above the overall average

 

People definitely don’t want boosting to require more fuel. 90% (38/42) favor leaving it alone, making this an almost unanimous opinion.

 

88% (37/42) want to see A-Classes keep the same interval between dodging, and a staggering 95% (40/42) desire the same for B-Classes. Frequency of dodges with C-Classes isn’t agreed upon to quite the same extent, but 74% (31/42) is more than enough to say the timer should probably be left as it is now.

 

76% (33/42) would like a nerf to the Incinerator, though there’s some disagreement on how severe it should be. 25/32 favor a slight one. Nerfing Incin has pretty good support among all MMR ranges, though the median is somewhat high at 82 above the overall median.

 

Scanner in its current form is almost universally hated. 93% (40/43) of the votes there are either for it to be reworked or removed completely. Interestingly, the median and mean MMRs of the players (n=11) who want it removed are 140.9 and 132 above the overall values respectively, while the median and mean MMRs of players who just want a rework (n=29) are 27.2 and 18 below the respective overall stats.  

 

87% (33/38) of the people who responded don’t mind sustained weapons in their current iteration. I’m not too surprised here.

 

Bunker is the map with the most support (74%) for a rework, while Bazaar comes in at second with 67%. Almost everyone seems to hate Bunker equally, while players a little above the average MMR tend to find more issues with Bazaar.

 

There’s very clear support (95%) for MMR to be visible in-game to players in some capacity. Now that Scrimbot and hawken.herokuapp.com exist, hiding MMR does nothing more than slightly inconvenience players.  

 

71% of players would like to see some form of leaderboards implemented. With the new devs saying they want to encourage competitive play in a greater capacity than the old ones did, this seems like an obvious thing to add.

 

 

What We Don’t Agree On

 

 

 

Let’s get to the main thing everyone fights over first: Air Compressor. Keep in mind when looking at the chart that a lot of people voted for AC to both be left as is and made universal, so there ended up being 54 votes total. I didn’t intend for people to vote twice here, so it’s harder to draw a conclusion from the data I have.

 

x4hKBlh.png

 

What we can tell is that people who want it gone completely (n=3) and people who want it nerfed (n=8) are a small but vocal minority. The average MMR for those options is decidedly below the other two as well.

 

2PfOmHh.png

 

So what does the wider community think? I’m personally for universal AC, as it seems unfair to keep something that drastically alters gameplay behind an HC and XP wall even if that internal isn’t necessarily the best option for the slots it takes.

 

A majority of people want fuel use in the air to stay the same, but there’s a sizable minority that’d like to see it increase.

 

JayF1CL.png

 

To be honest, I was surprised by the MMR distribution here. The mean and median MMRs of people who’d like to see fuel use increase (n=14) are 43.7 and 112 above the respective overall values, while players who’d like it to stay the same (n=26) are only above by 7.3 and 56. Only one person voted for less fuel use.

 

8WpVEyr.png

 

Opinions on the current ground speeds mostly tend toward leaving them as they are, but the percentage of people who want to do that only hits 48%. Most of the other people would like to see them increased to some extent.

 

KwAmMdW.png

 

People of all MMRs tend to support the majority view of leaving speeds the same or increasing them. One person wanted a decrease, but I didn't include them on the graph since their MMR was 529 below the average and it made the info a lot harder to interpret.

 

WaKVA51.png

 

What should we do to resolve this? I personally voted for increasing them for some mechs in particular, but I’m open to keeping them as they are. Nerfing them would hurt the game pretty badly in my opinion, so I’m glad there’s virtually no support for that.

 

The Technician has always been a controversial mech, and that shows here.

 

39uVvUU.png

 

It’s clear that a lot of people aren’t a fan. 26 people (67%) are in favor of some sort of nerf or for it to be removed completely, while only 13 (33%) want it to stay as it is or be buffed. This subject had one of the most interesting distributions of votes by MMR.

 

shRpXvf.png

 

Why is this? I personally think Technician is balanced in high-level play, but in lower-MMR games where people tend to die less quickly when they fuzzy bunny up, does it completely throw off the balance if one team has one when the other doesn’t?

 

Something else came up here too. Many of the posters in my thread wanted a choice to completely rework Tech, so what are some ideas for doing that?

 

I’m glad to see so much support for getting rid of the weapon raise delay.

 

MRUy7uS.png

 

It’s pretty clear that people want it either shortened or gotten rid of entirely. I’d ideally like to see it go, but reducing it would be fine too. The first two responses predictably have a higher average MMR than the third one, but it’s honestly not as large of a gap as I expected.

 

vkug4QO.png

 

52% of the respondents voted for Last Eco and Uptown to be changed. What’s surprising is how mean MMR varies with each map, especially Uptown.

 

0FHop3p.png

 

My theory is that it’s because high-MMR players tend to hold the central Uptown chokepoints much more effectively, causing fights to become boring very quickly.

 

Another contentious issue is TTK: lots of people are happy with how it is now, and lots of other people are nostalgic for the longer TTK we used to have. Here’s how it breaks down:

 

oYUFv18.png

 

The last option wasn’t really supposed to be grouped with the first two, but I’m including it since people voted as if it was. The data is almost impossible to interpret because of that, since people who would’ve voted for increasing the TTK might have chosen the last option instead.

 

The MMR differences are odd if that’s the only reason, though.

 

Lh404PZ.png

 

I suspect it’s a combination of what I said above and people wanting to bring A-Classes in line with the other two. This is a fairly popular idea in high-MMR circles, mostly because of mobility becoming less important as the aim of your enemies gets better.  

 

bBphY5O.png

 

And that seems to be exactly what happened.

 

 

Why I Bothered to Do This

 

 

This was partially inspired by one of capnjosh’s posts in a thread of Omega’s about getting something together that shows the directions people want the game to go. I hope it helps the new devs get an idea of the community’s wants in general, plus I was curious myself about actual data.

 

Good job for getting through all that.


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#340 Reasons for The Fall (and their relevance re: discussions on development)

Posted by Nept: Lord of the God-Kings on 21 March 2015 - 02:51 AM

A quick introduction: I'm Nept.  I lead Omniscient, the team that took top honours in Hawken's competitive league (TPG), and whose membership includes Climatic, hestoned, IAreDave, Leonhardt, OmniStone, 7r1p, and Xacius.  In order to avoid having our aimbots detected, I, alongside several longstanding community members, also act as the league's administrator. (That is a joke.

 

 

Before the old forums disappeared, we were treated to several (dozen) posters tolling their I-told-you-so bells and blaming Hawken's state on balance decisions. Popular particulars included movement speed (e.g., “I wanted MechWarrior-style mechs”), game pacing (e.g., “This game is literally CoD”), mech types (e.g., “The Technician and/or Incinerator and/or Sharpshooter and/or Scout have ruined this game”), and matchmaking (e.g., “High MMR players are the devil”). In my opinion, however, these explanations miss their mark completely: Hawken – an arena-style mech game – was bound to falter because of the interaction between its funding pitch and its gameplay. No balance decisions were going to alter that scenario.

 

Through two waves of funding, Meteor entertainment raised roughly twenty-eight million on the claim that Hawken's numbers could compete with League of Legends': “Mark Long, CEO of Meteor Entertainment, believes Hawken can attract 10 million gamers in 2013 and generate over $100 million in revenue for the company, which is funded by the likes of Rustic Canyon Partners, Benchmark Capital and FirstMark Capital” [link]. The latter two firms, if you weren't aware, funded League's development and were obviously hoping that lightning would strike twice. Of course it didn't, and once the investors became aware of the obvious population issues, they refused to fund further development.

 

But why couldn't Hawken compete with those numbers? Anyone who followed the game's coverage (the investors amongst them, apparently), would've noticed the overwhelmingly positive reception received by the announcement trailers. Great reception equals great numbers, right? Evidently not. Apparently, the investment firms weren't sufficiently educated on arena shooters – shooters where skill ceilings are elevated through high mobility, high movement speeds, and high times-to-kill. Although some people enjoy the challenges and ability gaps brought about by such games, most people do not. Simply put, arena shooters have never enjoyed massive audiences.

 

 

Conclusion

 

Combining an arena shooter (and a mech game, to boot – another niche genre) with a funding pitch predicated on massive populations wasn't a great idea. Arguably, combining any shooter (that's not CounterStrike) with a funding pitch predicated on massive populations isn't a great idea. And although Hawken's development had issues apart from its source of funding, none of them (again, imo) tilted its ship so dangerously as this one. [Note: I'm considering Meteor's decision to develop their own delivery and purchase system as part and parcel with its funding pitch]

 

If you're planning on posting about the game's direction, please keep my thoughts in mind. We're a tad tired of seeing people claim that their balance/gameplay suggestion will revitalize the community and attract throngs of eager gamers. It won't. The people who are interested in playing an arena mech shooter will play Hawken. The people who aren't interested will not.

 

If we're discussing playerbase development and retention, I believe it better to focus on pay models and communication. Currently, many observers and casual players think that Hawken operates on a “pay2win” model – a perception that cannot be permitted to stand. Kill two birds with one stone by offering a package that includes all current mechs alongside their abilities, weapons, and internals. If you're planning on introducing new mechs (perhaps those that have already been developed), consider a “season pass” model that will provide people future access. Toss in some aesthetics if you're feeling generous. Blitz gaming news sites with the fact that Hawken's not pay2win; capitalize on your community communication by pitching the “New Hawken Developers Working Closely With Community” interview and headline. When you're ready to develop new content, focus on extending the scope of the game through maps and game modes rather than making major balance passes. Blame Saturnine for decisions which aren't well-received.  Profit.

 

 

*Edited to include a question from, and response to, ROSING:

 

Sorry I am confused, and I mean no disrespect at all, but how will offering a package that will unlock all of the mechs and their attachments work against the game's perception as being a pay2win game? I'm probably missing something here...:T

 

But you raise some good points, and hopefully the Devs play their cards right and the odds are in their favor :)

 

No worries - at first glance the suggestion seems out of place.

 

When people complain about “pay2win,” they're typically doing so in the context of free-to-play games. By providing a complete package of mechs, abilities, items, and weapons at a reasonable price, the developers could convince potential customers that they're purchasing a full game. Players then have their choice of two options: purchase the full game, or play for free while grinding toward completion. Of course, this route would require strong communication from the developers. They would have to emphasize that non-paying players would have eventual full-game access through leveling, and that mech/weapon unlocks are sidegrades. (Yes, some changes would have to be made re: access to internals and items to ensure that they were truly sidegrades)

 

Also bears mentioning that developers (and forum communities) often underestimate the power of player ego. Although there were several factors that contributed to the pay2win perception surrounding Hawken, the most overlooked (and imo, the strongest) is the fact that players will look toward anything but themselves when explaining a loss. It's never their fault. No, it's the lag. Or the matchmaking. Or the hackers. Or the pay2win players in their pay2win mechs that are umpteen times better than yours. As a developer, you have to hammer into your playerbase (and any interviewers) the fact that pay2win mechanics are playing no part in their losses.

 

One last bit: Vanashinkaku (former developer) stated that their decision to include unlocks and levelling was based on data which demonstrated that players enjoy progression. At the same time, however, there were many players (and potential players) wanting to purchase a “full game” sans grinding. The aforementioned suggestions would satisfy both groups of players: those desiring a sense of progression (and to not pay), and those desiring the full game.


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#11415 Weekly Update - 2015-04-03

Posted by capnjosh on 03 April 2015 - 08:46 PM

This last week wrapped up the process of getting all core systems up to basic functionality levels or better. There are still various outstanding bugs, but we're in a good spot. It's actually a pretty significant milestone :)

For the next 7 days we will be focused on digging in to the source code and seeing what's there.  We will set up our first dev sprint, and we'll lay out a live streaming schedule.  We will be more actively using the new support site too, so you will have a place you can officially submit your complaints, accusations, and sob stories ;)  I plan on personally working with CS tickets too (it's important).
 
What I had aimed for last week this time:
 
1. Fix dependencies on some forum modules (that's why the home page still looks off)
2. Customer support site - we have the account set up; SSO needs to be rebuilt (more involved than with forums)
3. Licensing and licensing systems for a number of dev tools and systems, e.g. Maya, 3dsMax, source control, build servers, etc. (a few renewals to process still)
4. Get that new user mech and loadout implemented
5. Start digging in to the gameserver and client source code <--- that's the exciting stuff :)
6. Manage the distraction potential of meetings, legal, and other "fun" bookkeeping tasks (I try to remain positive) (honestly, this will be ongoing)
 
Goals for next week:
 
1. Source code exploration
  - Get tech lead up to speed with current state of Hawken
  - See if things "build", even at a rudimentary level
  - Start setting up various build servers
  - Start process of formalizing dev sprints and releases
2. Confirm how functional various back-end tools configuration settings actually are
  - e.g. "Does that setting right there that's not in the documentation actually do what it seems to indicate it might do?"
  - If I break something I'll fix it - I promise and pinky swear (I can see Tiggs glaring at me now)
3. Add some more alerts for when things like logins go wonky
4. Work on recovering various Hawken-related "stuff", e.g. lore, 3d printing, swag, etc.
5. Read "Hawken: Genesis"
6. Find out if I can get Bundles up in the Steam store
7. Set streaming schedules (both Tiggs and capnjosh)
8. Go to meetings in LA and not miss a beat with other work
  - Find out who here has experienced LA traffic somewhere around Santa Monica
9. Play Hawken more than last week
 
btw, Tiggs got a new gaming rig.  Ask her about it.  I dare you.
 
-capnjosh
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#7159 Weekly Update

Posted by capnjosh on 28 March 2015 - 12:58 AM

Alright, it's been a good 2 weeks since we were able to start seriously work on Hawken.  Here is what I had posted on Facebook (strikethroughs indicating the stuff I'd consider done-or-mostly-done):
 
Fix password reset
Get Forums working again
Fix more deployment stuff
Fix a bunch of tools systems 
Play Hawken
Fix more back end systems
Play more Hawken and get rolled by the good players
Fix Fix Fix (yeah, lots of this)
Plan new updates and future changes
 
I'm being a little generous with the last 2, since every time we fix a bug it seems to sort of reveal another bug that was hidden behind the first.  The planning of new updates and future changes, while not complete of course, is moving along.  Of note, there were a few things we did in addition to that list:
 
New deployment server that can build back-end services
Recovered all the old workstations
Put the first of the servers in their new home in the datacenter
Confirmed a new way of doing core analytics processing that should keep those costs way down
 
 
The nice thing is that, despite a few remaining bugs, the core systems are now all functional (besides customer support of course)
 
 
So, I figured it'd be time to make a new list of some of the things coming up next (that, and Tiggs keeps pestering me about it).  In no particular order:
 
 
1. Fix dependencies on some forum modules (that's why the home page still looks off)
2. Customer support site - we have the account set up; SSO needs to be rebuilt (more involved than with forums)
3. Licensing and licensing systems for a number of dev tools and systems, e.g. Maya, 3dsMax, source control, build servers, etc.
4. Get that new user mech and loadout implemented
5. Start digging in to the gameserver and client source code <--- that's the exciting stuff :)
6. Manage the distraction potential of meetings, legal, and other "fun" bookkeeping tasks (I try to remain positive)
 
 
Of the above list, point 6 could well be the dark horse in terms of importance ;)
Alright, I'm tired.  Time to rest up for next week.
 
 
-capnjosh

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#18558 You Could Get [HWK]capnjosh's Mouse

Posted by capnjosh on 15 April 2015 - 12:45 PM

I'll send this to one lucky user who Replies/Tweets/+1s/Posts/Whatever. You've got 24 hours!

 
wro1QLj.jpg
 

 
https://www.facebook.com/playhawken
https://twitter.com/PlayHAWKEN
 
 
 
-capnjosh
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#43504 "Hawken: Contagiosis". Graphical Novel based on hawken (Nepacaka is h...

Posted by nepacaka on 18 June 2015 - 02:18 PM

Hi all.

 

Nepacaka is here, and bring to you something new and tasty... and, a little "Noir", of course.

 

So, several week in a row i'm working on my new Hawken graphical novel "Hawken: Contagiosis". You can see it below, but first, i wanna say some things. if you want to read the main purpose of this thread, please see in spoiler. If not, you can just look at the pictures ahd have fun :D

 

Please read this!

Nepacaka Notes, Main purpose

Spoiler

 

read all other on you own risk...

About Creation

Spoiler

 

That maybe Interesting

Spoiler

 

Some Bad Things :C

Spoiler

 

Download links:

PhotoShack Album: http://www.photosnac...ontagiosis.html

MEGA: https://mega.co.nz/#...YHh4OZ7fiWVbCrQ

MEGA [russian]: https://mega.co.nz/#...nh3l4fyLyoMnE74

HAWKEN in .pdf file: https://mega.co.nz/#...roHPx7OJCk79iR4

Imgur published album: http://imgur.com/gallery/4O5xC

 

My other HAWKEN Art (and other): http://imgur.com/gallery/TiZw1

And on DevianArt: http://nepacaka.deviantart.com/

 

 

Well, stop read have fun! To Infinity and Beyond !!1 Go!

 

1)

vK7FqQN.jpg

 

2)

Spoiler

 

3)

Spoiler

 

4)

Spoiler

 

5)

Spoiler

 

6)

Spoiler

 

7)

Spoiler

 

8)

Spoiler

 

9)

Spoiler

 

10)

Spoiler

 

11)

Spoiler

 

12)

Spoiler

 

have fun, i hope you feel nice...

 

P.S. Also, when DerMax made a translation for this, he tell me that i'm use too many "..." in text. Well, it is the truth... lol :D


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#29588 Weekly Update - 2015-05-08 -Matchmaker Updates and Some Charts

Posted by capnjosh on 08 May 2015 - 04:31 PM

Matchmaker and Server Browser changes are a hot topic.  Oh yes indeed :)

 

I've got some numbers and some tweaks I think we'll all agree are in order.  The goal right now for matchmaking is to tweak things enough that we can make out significant differences within a few days.  Then, we can adjust from there.  Of note, I have built out some consistent data sets we can look at over time to gauge what *actually* happened.

 

Some of these charts may not be screamingly clear enough.  Forgive me for now; I'll get better with time.

 

First up: We reduced the threshold that allows joining matches from the Server Browser.  We lowered the range from 500MMR difference to 300MMR difference.  More users experienced more cases where they couldn't join the selected match. This is also a slightly higher % of the population.  In graph form (the depressed section is actually due to data sampling reducing the raw number of data points, so ignore that part):

 

UY5e8wR.png

 

 

Next up: Differences between winning and losing teams (keep in mind these are indicators over time).  This indicates the matchmaker changes 2 days ago did have a tangible impact.  Winning teams on average have a higher kill spread within the team, and winning teams are getting more kills overall.  And, yes, I'd prefer to see that winner-loser kill gap tighten over time:

 

3ZAfJVF.png

 

 

Next up: % of Matches with various spreads in kills.  In short, the changes have resulted in more matches having larger overall kill spreads between the best and worst players:

 

GYWudna.png

 

 

What do we do from here?

 

1. Expand the MMR threshold back to 500, which is what it was before.

  -Granted, relatively few players actually encounter this.  However, for those that do, it's *really* annoying.  We'll leave at this value through the weekend and then review the data that comes in.

2. Increase the time we give the matchmaker to expand its criteria in search of suitable matches.

  - This may seem a bit unexpected, but what has been happening with the 30 second expansion time is that each expansion iteration is pretty large, netting a bunch of servers all of a sudden.  In that case, the code is having a hard time telling *which* of those servers is the "best".  By effectively reducing the possible number of servers it can net in the first iteration it actually gets some valid servers to match a player to, we can be more certain of getting the closest possible server.

  - I've increased it to 90 seconds (this means you will get a match at most 90 seconds after entering the matchmaking queue)

3. Watch the data and then iterate.

  - If we don't get satisfactory results over the next few weeks, then we will have to identify more drastic action that will require client and game server builds.  I'm hoping we can at least see a tangible overall improvement in things before then though.

 

 

What happened over the last 7 days:

1. Verified solution to load-related slowdowns

  - we should not have any more big drops in CCUs, even under heave load

2. Pioneer Private Server roll-out was completed.  Support is ongoing.

  - yes, those mice are going out soon - I'm taking the first batch to the post office today

3. First changes to the Matchmaker were implemented

  - Tuning the existing system will take about 2 weeks - we need enough time after each iteration to gather enough conclusive data

4. We built our first functioning Hawken client.  To make it more of a challenge, we built a 64-bit client too.

  - We need to roll back some changes we're seeing in there, and it seems that may take some decent effort (for both client and server), but the point is that I was able to log in with a client built from source :)

  - The original estimate for an actual client build was roughly 4-6 months after we acquired Hawken, so we're still a good 2-3 months out.. just to set some expectations...  And, yes, it's ok to vent frustration that it's not faster/sooner/better/bigger/badder/full-of-win ;)

5. Boost Items are now at a full 100% boost (up from 50% boost)

  - a long time ago they were decreased to 50%... anyone have some juicy stories surrounding why?

 

 

What's happening this next week:

1. Get the mice all shipped

2. Start moving build servers to a permanent location

  - no, I do not like the idea of having servers sitting on desks

3. Matchmaker tweaks

4. A new mech package

5. Let's get some more items released - what do you think of that?


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#5549 Proposal: Automated opt-in PUG system

Posted by Ashfire908 on 25 March 2015 - 07:10 PM

Important: This project is a community project and if started will be completed in my free time. It is NOT as an official project as a developer. No ETAs are promised nor guaranteed. All details subject to change. Not responsible for loss of limb or life.

I've seen over the past few days that a hot topic has been the issue of smurfing, and the defense that it's mainly done because otherwise people cannot get into matches. I'm not personally sure of the course to take in solving the "having matches to play" vs "keeping people from getting stomped" to fix it in the long-term, but I wanted to run an old idea I had by people that may be able to at least mitigate the issue in the short term.

What I propose is an extension in scrimbot to allow it to perform the function that it was always supposed to do: Automate non-pub matches. Specifically, I propose that an automatic, opt-in, vote-driven, party-based PUG (Pick-Up Game) system be setup to help players in the higher tiers (but without explicit min/max limits).
 
Here's how it will work:
  • Players wanting to opt into the system will do so through scrimbot
  • Scrimbot will monitor the number of online, opted-in players and detect when there are enough to start a game
  • Scrimbot will create it's own party and will send out invites to the players it chooses for the match.
  • Players interested in this game will join the party. Those not intrested can skip on it or wait to be automatically excluded.
  • Scrimbot will continue to invite more players until it can create a group of 12 (or so) players.
  • Voting on a gametype (and map, based on available servers) will be performed in the party.
  • Scrimbot will select a suitable empty server and deploy the entire party to the server.
  • Due to technical reasons, the party will not be used for assigning teams and will allow the server to perform a autobalance on the players from the start with a full server (ideal conditions)
  • The match will start and continue as normal. Scrimbot will monitor the match via it's limited methods.
  • At 80% completion of the match, scrimbot will enable optional voting for mode/map, and scan for other players it can use to swap out/replace users that left/readd users that left the party.
  • At the completion of the match, scrimbot will finalize voting.
    • If no users are to be added to the party, and voting did not result in wanting to change to another server, scrimbot will return to step 9.
    • If no users are to be added to the party, and voting resulted in wanting to change to another server, scrimbot will return to step 7.
    • If users are to be added to the party, scrimbot will move the party out to the lobby, send invites to players, and return to step 4.
    • If the party falls below a certain threshold, or the party votes to disband, the players will be returned to the lobby and removed from the party. Scrimbot moves back to step 2.
I've been thinking about doing a system like this for some time, but due to lack of interest (and pending rewrites for scrimbot and my api client library), I never got around to making this a reality. Before I want to invest the time I have into this, I wanted to get feedback from the community as to if they thing this is a good idea, and if they would be interested in frequently using such a system.

Please let me know what you all think of this. I will update this post as I can with more info and such.
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#31117 LEGO Scout V2

Posted by bkcat1 on 12 May 2015 - 08:46 PM

Version two because I decided to improve it from the one I posted on the old forums. It has vastly superior poseability in the arms and torso. Also, this time I took shots from more than one angle!

 

IMG_2946.jpg

 

IMG_2950.jpg

 

IMG_2951.jpg

 

IMG_2953.jpg

 

IMG_2952.jpg


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#5605 New Player Mech and Loadout Options

Posted by capnjosh on 25 March 2015 - 08:49 PM

New players feel like they can't compete.  And, yes, there's a pretty nasty learning curve.  Not quite Eve Online learning curve, but it's in that direction:
 
jj16ThL.jpg
 
 
We're working on rebuilding the ability to release new clients, game servers, and other systems, so we can't do code changes right now to address the issue.  And we can't just wave a magic wand and "fix it".  So, what *can* we do... like, right now?  After looking at the various tools available, here's what I think will tide us over until we can address things in a more comprehensive way:
 
 
Since there are a lot new users who get the impression that Hawken is about household appliances battling over... something, I want new users to start off with the Assault mech.  I will never forget a board member finding this image: tCQSxUw.jpgStarting with the Assault should help address that snap judgement.
 
 
On a related note, back when I was green and free of all Hawken skills, I would notice the loadouts of the mechs killing me.  They had stuff that I didn't.  And then I noticed the only way for me to get that stuff was to either play a really really long time, or spend cash to get it.  Honestly, that's thinly veiled "pay to win", or it's dirty uncle "pay to compete".  I don't like that; and it's not even necessary!  What can we do though?
 
 
What if we simply give new users a full loadout of internals (let them choose their own deployables and items).  I suspect the best loadout for brand new users would emphasize survivability and slowing down the Time To Kll - so they have a little longer to process what's happening before they get killed.  Personally, when I first started Hawken, I found myself mystified as to why I just died... I didn't know what to look for, and it happened so fast that it took a *lot* of deaths before I figured it out.  There are many people who lose interest before then.  If we can reduce the number of deaths required for the average new player to "get" Hawken, then, well, that just benefits us all ;)
 
 
So... how can all this go down?  I want to try a few different new player loadouts while we're rebuilding our development capacity.  Then, I'm hoping you will seek out new players and ask for their impressions of Hawken.  This is a qualitative approach to improving the new player experience, and I think it will yield some genuine advances.
 
 
 
In recap, here's what I want to try, and what I want from you:
 
1. Let's give new players the Assault mech instead of the CR-T
    - Yell at me in the comments if that's just too offensive ;)
2. What do you think the new player loadout should be?  Reply with your thoughts.
    - Internals specifically (consider higher-tier items - they're all balanced after all)
    - Focus on survivability and slowing down the Time To Kill
    - I want to choose the first set this Friday morning (2 days from now)
3. Seek out new players and ask them:
    - What's their snap judgement of Hawken... how does it come across?
    - How much do they feel they can contribute to their team's success? How far from "competitive" to they feel?
 
 
I assume you're going to reply to this topic.  And probably message me with some choice words too ;)
 
 
 
-capnjosh

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#18975 New Mech Parts Released - "Hon"

Posted by LadyTiggs on 16 April 2015 - 10:49 AM

Background:

Among the first models to boast next-gen cavorite frames, the Prosk Hon design saw heavy use during the early cavorite raids.  They presented a menacing figure to Sentium pilots; their distinct chassis profile stood out even at distance and the first Prosk company to be deployed with the Hon began their tradition of never returning from battle with captives.  Hon components remain in active service in nearly all mech fleets, owing to their remarkable performance characteristics and ease of repair.

 

You will find these new cosmetic parts available for purchase right now in-game.

 

T2dyaOH.jpg

kBNoBgd.jpg

Gdl3izS.jpg

BhGyAmG.jpg

XEmgO8c.jpg

y6hmKNh.jpg

u6L7li5.jpg

mjGVEwX.jpg


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#17575 New Paint Available - "RBW-Cross"

Posted by capnjosh on 13 April 2015 - 12:57 PM

I was looking through some of the deep back-end systems and came across something I thought needed to be released. This is the first time I get to release something for Hawken!  I hope you enjoy :)

Here's the first view:

yBz57kd.jpg

This post has been promoted to an article
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#34702 Weekly Update - 2015-05-22

Posted by capnjosh on 22 May 2015 - 08:43 PM

What happened over the last 7 days:

 

1. Private servers now ignore MMR

2. Confirmed that players in the starting MMR range lose 3 out of 4 matches

  - yes, this is a big deal

  - it's because the winning team has one player that carries the team

  - the winning team has double the kill spread (between highest and lowest kill number)

3. I had lunch with Khang Le and Aaron (both former devs)

  - they're good people

  - they helped confirm some future design goals ;)

4. Started streaming on Hitbox.tv

  - they're pretty excited to have more Hawken air time, so look for it there

5. Launched a new site that will see more development over the coming weeks: http://streams.playhawken.com

  - tell us what you think

6. Read through patent applications

  - yes, it's dense

 

 

What's happening over the next 7 days:

 

1. Ramping up job posting efforts

2. Begin nailing down a more concrete development schedule

3. My workstation is now directly in the middle of the new Hawken dev area

  - yes, I feel lonely; hoping for new work pals ;)

4. Begin to address the mismatch issues in the new player MMR range

  - the overarching goal is to ensure better match quality for individuals

  - this will be an ongoing hot topic to me (even hotter than the store)

5. Implement additional balance tweaks

  - the goals will be to boost previously underpowered items/weapons/internals

  - Mention specific items/internals/weapons you believe to be underpowered, especially those that are simply not competitive


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#1439 Dear Reloaded, The Grand Tour for YOU!

Posted by the dark side calls to you on 21 March 2015 - 09:59 PM

an edit: that image thumbnail you see be4 starting the video is a saare bouncing off a tree....then bouncing off the ground a few times
 
This video is a redo of multiple videos i and others made for the old devs/fourms in a thread where i and many other users discussed and posted data/video of the maps shortly after the explore map feature was released. many thanks to every1 who helped.
 
description: A 1 hourish tour of map oddities in Hawken maps, invisible walls in strange places, lack of wall textures in places O.o, fireballs bouncing off trees, last eco be4/after changes were made, teleporting up a straight wall, gravity acceleration bug, grenades that stick to the floor. all this data is for you, reloaded. 
 

 
 
i hope to to make more videos with more information for you reloaded including perhaps one that actually feels like "the grand tour of hawken maps" (with less focus on issues)


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#30119 Extreme Mapclimbing: The Gas Cloud

Posted by DerMax on 10 May 2015 - 08:44 AM

Hey everyone,
 
Did you know that two of the three green gas clouds above Uptown are actually solid and can be walked on? No? Well, now you know.
 
Yeah, I'm talking about these:
 

 
Another fun fact: once you step outside Uptown's outer boundary, there's no cap for flying upwards, meaning that you can ascend indefinitely — or at least until you run out of fuel.
 
Now, if you add two and two, you'll figure that there might be a way to reach the clouds, considering it's quite easy to get out of the map's bounds. This is exactly what I found a while ago. However, no mech class has enough fuel to fly so high. With Dr_Freeze001's help and support, I came up with a fun idea: if 4 fuel converter-equipped Technicians (2 Sentium + 2 Prosk) shoot and heal each other in a specific way, they can replenish lots of fuel — enough to do the job.
 
With help of our buddies from KDR, we managed to get there!!!
 
 
Meet the team

Idea: DerMax
Video recording and editing + support: Dr_Freeze001
The Tech squad: DerMax, rozermahbub, Erzunterweltler, SethUK
 
 
Enjoy!
 

 
 
P.S. There is a way to get there on your own in the Exploration Mode, and I've even managed to pull it off several times, but it's easily the hardest mapclimbing stunt I've ever done.


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#7162 Weekly Update - 2015-03-28

Posted by capnjosh on 28 March 2015 - 01:03 AM

Alright, it's been a good 2 weeks since we were able to start seriously work on Hawken.  Here is what I had posted on Facebook (strikethroughs indicating the stuff I'd consider done-or-mostly-done):
 
Fix password reset
Get Forums working again
Fix more deployment stuff
Fix a bunch of tools systems 
Play Hawken
Fix more back end systems
Play more Hawken and get rolled by the good players
Fix Fix Fix (yeah, lots of this)
Plan new updates and future changes
 
I'm being a little generous with the last 2, since every time we fix a bug it seems to sort of reveal another bug that was hidden behind the first.  The planning of new updates and future changes, while not complete of course, is moving along.  Of note, there were a few things we did in addition to that list:
 
New deployment server that can build back-end services
Recovered all the old workstations
Put the first of the servers in their new home in the datacenter
Confirmed a new way of doing core analytics processing that should keep those costs way down
 
 
The nice thing is that, despite a few remaining bugs, the core systems are now all functional (besides customer support of course)
 
 
So, I figured it'd be time to make a new list of some of the things coming up next (that, and Tiggs keeps pestering me about it).  In no particular order:
 
 
1. Fix dependencies on some forum modules (that's why the home page still looks off)
2. Customer support site - we have the account set up; SSO needs to be rebuilt (more involved than with forums)
3. Licensing and licensing systems for a number of dev tools and systems, e.g. Maya, 3dsMax, source control, build servers, etc.
4. Get that new user mech and loadout implemented
5. Start digging in to the gameserver and client source code <--- that's the exciting stuff :)
6. Manage the distraction potential of meetings, legal, and other "fun" bookkeeping tasks (I try to remain positive)
 
 
Of the above list, point 6 could well be the dark horse in terms of importance ;)
Alright, I'm tired.  Time to rest up for next week.
 
 
-capnjosh

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#18883 New Mech Parts Released - "Hon"

Posted by capnjosh on 16 April 2015 - 07:46 AM

Background:

Among the first models to boast next-gen cavorite frames, the Prosk Hon design saw heavy use during the early cavorite raids.  They presented a menacing figure to Sentium pilots; their distinct chassis profile stood out even at distance and the first Prosk company to be deployed with the Hon began their tradition of never returning from battle with captives.  Hon components remain in active service in nearly all mech fleets, owing to their remarkable performance characteristics and ease of repair.

 

You will find these new cosmetic parts available for purchase right now in-game.

 

T2dyaOH.jpg

kBNoBgd.jpg

Gdl3izS.jpg

BhGyAmG.jpg

XEmgO8c.jpg

y6hmKNh.jpg

u6L7li5.jpg

mjGVEwX.jpg


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