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Community/Developer Q/A: Team HAWKEN Answers!


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#1 [HWK]ZamboniChaos

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Posted October 04 2013 - 06:22 PM


Earlier this week, we posted our Community / Developer Q&A thread where we asked you to submit your HAWKEN related questions. Thanks to everyone who participated! This is Part 1 of our responses and you can expect another response thread to be posted in the coming weeks.

Here are the HAWKEN team members that will be answering your questions today!

Jason Hughes - Producer
Chris Vance - Game Designer
Richard Hager - Associate Producer
Benjamin Goyette - Lead Programmer
Shadi Muklashy - UI / Audio Design / Music

---

Q: How does the team feel about current Technician balance?
    Chris Vance:
    The design team feels that the Technician brings great team-play dynamics and balance to what is otherwise "Lone Wolf" style gameplay. However, that does not mean that it does not have its fair share of balance needs. We do feel that the healing on the Technician, especially while in combat, is too strong and you'll see some tweaks come our October update.

    To address this we have added a new system that takes into account the current state of combat for the person being repaired. Now, when a Technician is repairing someone in combat their armor gains are diminished, lowering the amount of armor they would gain normally from the Technician. However, if the Technician is repairing someone who is not in combat, armor gains have been increased. This makes the Technician strong at repairing allies that have withdrawn from combat, while keeping the repairs low on allies in the middle of fights.

    We will continue to address balance issues with the Technician as needed, but we are very happy with his current design. Rest assured that the Technician won't be going anywhere.

Q: What are your plans for adding more customization to the HUD?
    Jason Hughes:
    We have plenty that we’d like to do with the HUD and while we’ve pretty much wrapped up what we call “New HUD 1.0”, the details of what we want to do for “New HUD 2.0” are in the process of being worked out. The art team is working on another layer of skinning revisions that are not part of HUD 2.0 so players won’t have to wait for some major functionality to be completed to see some updates. Some of what we are talking about for “New HUD 2.0” includes:
    • Improved Reticle Readability
    • Custom Reticle Support
    • Choosing the Positioning of Some HUD Elements
    • More Consistent Styling
    • Option for Vitals Appearing in the Cockpit
    • Improved Radar Maps
    Now this isn’t a promise to everyone that all of these will make it into the game right away, but it’s important for you to see what we consider important for the game. Team member Shadi Muklashy (who chimes in below) is an unbelievable talent and responsible for not only the HUD but also the front end UI and all audio for the game (including music) so he certainly has plenty to do. We move as fast as we can.

Q: When are we getting stats for weapons like range, cooldown, dps, etc...
    Chris Vance:
    From this point forward we will be including statistics for weapons, items, abilities, etc. on a "per-change" basis. When it comes to having a large released list of all stats, we would like to do this as well. However, having to maintain such a list would be a pain since the numbers change so often. Once we can have the ability for our website to automatically pull these numbers from our database, we will be able to present a full list of numbers that will be updated immediately whenever changes are made.

Q: Does the team have any plans to support competitive play?
    Chris Vance:
    Yes.

    Up until now, our priorities have been focused on creating an experience that enables gamers of any skill level to start up HAWKEN and be having fun in the first 5 minutes. However, we are also committed to providing our competitive players with the experiences they desire as well. Plans are under-way to create an environment where our competitive players can experience HAWKEN in the ways they enjoy most. We hope to have solid competitive specifics to share with the community by the end of the month.

Q: Where would you like to see customization options (cosmetics) go in the future?
    Richard Hager:
    The plan is to continue to add Chassis Art pieces for each mech class, as well as well expand our camo inventory (the next 3 camos will be awesome, trust me, a long overdue community request is being filled :) ). Cockpit decorations are also planned (Ex: bobble heads, cockpit ornaments, etc.) and we think these are going to be big! We will also be widening our mech style range to include more futuristic style mechs to go along with some older looking, Mad Max style mechs (rusty, worn down). I hope this gives you a better idea of where we’re heading cosmetically for HAWKEN!

Q: When will we see more mechs?
    Jason Hughes:
    The short answer, we’ll have a new mech in our October release and the one after that is targeted for a January release. That being said, we recently started a new method of mech creation that I thought you might enjoy some insight on.

    Instead of working on one mech at a time in more of a waterfall fashion, we now have 2 teams each working on one in unison. Each team is comprised of 4 people and it’s their job to design and prototype their idea. Once both teams have completed their prototype and it’s in an alpha state, we’ll evaluate each and decide which one we want to move forward with first. The goal is to help remove any departmental bottlenecks and have more than one mech in development so in case we feel that one isn’t ready, we aren’t held back until we have time to continue working on it. The first mech coming from one of these teams will be the one scheduled for a January release.

Q: Why are all heavy mechs tied down to the shield wall mechanic instead of offering some other designs, like shoulder mounted cannons, other utilities, or maybe some unique weapons that other mechs can't carry?
    Chris Vance:
    We currently have two C-Class mechs being worked on by our Mech Feature Teams (mentioned by Jason above) and they're pounding away at some awesome stuff! These new C-Class mechs are being designed with the intention to make their abilities more unique and exciting. Who knows, maybe some day soon you will see those shoulder-mounted cannons.

Q: What other incentives to keep playing are you planning on adding to the game?
    Benjamin Goyette:
    One of the biggest incentives to come back to a game is when you feel like you’re missing out on something great happening now if you don’t play. New content is a good incentive and we’ll keep releasing new stuff, but it’s not something you miss out on if you don’t play now, right? There’s always tomorrow for that and we all have a bunch of other games to “finish” anyway. That’s why we are now focusing more on the kind of features that will make us eager to log back in day after day.

    First and foremost, is having the game truly feel like a “hang-out” where you meet-up with your friends after work / school. Right now it’s not so easy to play with your friends the way you want. That’s mainly because we have a rigid set of public servers that everyone must share. This was the easiest way to get the game out there and get people playing initially, but we want to remove this obstacle and ultimately allow players to organize their own matches using our servers. We have a lot of players who want to play competitively against the best teams and organize scrims / tournaments, while others just want to chill out and have fun with their friends. That’s perfectly fine and both should be possible. We did the Party System first to at least provide a way to play on the same team with your friends on public servers. However, that’s just the first building block. The Clan system will be another one, and then the big one will be the Room System. With our Room System, players will be able to quickly create a new room (or join open ones), configure some options and invite people in it. Then, when ready to deploy, a new dedicated server will be assigned to that room. This will make our server architecture much more flexible and allow us to develop features that will allow players to “hang-out” the way they want.

    The Clans will be simple at first, just a group of players you belong to and can more easily interact with. Then we want to have stats and leaderboards for Clans so players have to keep playing to keep their ‘elite’ status.

    Another thing that makes us want to play now is if there’s actually something special happening now or this week. We did the Daily Bonus system and Double XP events and now we are designing some special objectives to complete during the day and the week. Similar to achievements, but those should feel more like “missions” and will be gone and replaced by new ones the next week. So you’ll have to be there and play hard to finish them on time. We want to add personal ones you do by yourself, clan ones you work together with you clan for and community ones where everyone participates toward a common goal.

Q: What is the patch release schedule you're aiming for now that the big one has landed?
    Jason Hughes:
    We plan to go back to something more regular after taking a few months to work on Ascension. What does more regular mean exactly? It means a release every 4-5 weeks with hotfixes put out when possible in between those updates.

    We essentially have a 4+2 week development cycle. We develop for 2 weeks, have 1 week of high velocity bug fixing and 1 week of stabilization before the Seattle office has 2 final weeks of testing to prepare for a release. Now granted this isn’t a blanket policy that applies to each and every team member; for example the map creation team needs multiple months to complete their work and others don’t have anything to stabilize, but hopefully this helps grant some insight into our general workflow.

Q: Can we expect more Chassis Art in the future?
    Richard Hager:
    YES! Our current plan is to release 3 pieces of chassis art with each content patch. I didn’t want to just leave you with a short answer, so we added some concepts for you to chew on. First one is of the “DOMOFF NEMESIS” skin which has been released already.



    This second image is a tease of one of our upcoming pieces of Chassis Art.



    Concepts were done by John Park and Miles Williams(aka [HWK]SleepydOg). These guys will continue to come up with awesome concepts to choose from in the future.

Q: What’s your favorite upcoming feature that has yet to be implemented?
    Jason Hughes:
    There’s a lot coming up but personally I’m looking forward to our first iteration of Co-Op Bot Destruction, our next map (seriously, it’s awesome) and having access to the garage between rounds.

Q: When will Vanguard Initiative Commanders be able to equip the Cupcake chassis on all C-Class Mechs?
    Chris Vance:
    In our November release, there will be a unique achievement just for our VI Commanders that will award you with a global-unlock of the "Cupcake" chassis. To unlock this reward, you will simply play one match as the "Initiative Vanguard" (Vanguard Cupcake). Once the match is over, you will unlock the Cupcake chassis and it will be able to be unlocked for all of your C-Class mechs!

    We will also be providing all Vanguard Initiate Commanders with a free, exclusive piece of Cupcake Chassis Art! It's our way of saying thank you for your support and patience.

Q: Will we ever see full time test builds become available?
    Jason Hughes:
    We created HAB (Hawken Advance Battalion) with this as a goal.

    The first rollout of this plan was used before the release of Ascension to test a number of things. First of all we needed to actually test the HAB rollout process. That required testing of registration, whitelisting, forum access, build delivery, email notifications, patching and database use (since it’s a separate stream from the multiple development environments we use and what’s live to the public right now). This isn’t something that we could just rollout haphazardly as it required engineering, planning and testing. The second aspect of the rollout was to test aspects of the actual update process for Ascension. A big focus was on account migration since we had to move everyone to a new database which required the rewarding of certain items and making sure everything players owned before the patch was also there after the patch.

    We also wanted some initial feedback and reaction to the content itself. There were a lot of changes that took place with the game since our last update and we needed to see what the response was going to be like from multiple groups of people. We listened to feedback and make revisions as a result of feedback even though we didn't have the bandwidth to get to everything on our list.

    HAB is setup for that very purpose, to provide a test bed for new features, content and balancing. It is something we have some limits with right now though since there is a cost associated with running it and we are also limited in bandwidth as a company to deploy and maintain builds. Essentially, we don’t have the resources to run HAB full time right now and continually deploy builds whenever we’d like. Some future pipeline modifications will help this process to flow a bit more effortlessly. It’ll also have increased importance to us when the BETA tag comes off because HAB will be a playground where we can break the game with crazy stuff without worrying about breaking the live game. It’s not going away. We put significant efforts into creating the system, it's just on hold for now and will most likely make a return in a month or two.

Q: What are your plans for adding new game modes?
    Chris Vance:
    This is a great question and one that's easily answered. We have tons of plans! First, we are proud to be launching our "Co-Op Bot Destruction" mode in the coming weeks. Our guys have been working extremely hard on this and we're very pleased with how it's coming together. Secondly, we will be starting up an internal "Feature Team" that will be tasked solely with the creation of a 'Hawkenized' version of the popular "Capture the Flag" game mode. Outside of that, we have kicked around many other ideas, including a King of the Hill mode, a "Fight-Club" type mode inspired by our awesome community, as well as a second Feature Team to work on a re-envisioned "Siege 2.0".

Q: What was the reasoning behind no longer allowing players to select between US East and West and instead lumping them together? When might we see the option come back?
    Jason Hughes:
    The reason is player segregation, plain and simple.

    The fewer regional buckets we have the better when it comes to bringing players together and getting people into matches. As we continue development on the next iteration of matchmaking, we want to get to a place where there are no region buckets at all. Currently we’re unable to take latency into account when finding matches for players which are why we have different regions to begin with. Once we’re able to truly find the best match for players (we’re developing a system that takes over 10 conditions into account, including latency) we won’t need regions at all.

    We don’t have plans to bring the option back but if players would like to find a server closer to their geographical location, the Server Browser can always be used since the region of the server is indicated in the server name ("use" versus "usw" as a prefix).

Q: Will you ever increase the max Pilot Level?
    Chris Vance:
    Currently, we have no plans to expand Pilot Level. Doing this would be a large endeavor and would throw off mech-balance, matchmaking and more.

Q: Are there any plans to decrease the time between matches?
    Jason Hughes:
    We have no plans to decrease the time between matches and this is for two primary reasons:

    First, it was a conscious decision on the part of the Creative Director and Design team to increase the duration between matches from where it was previously to address concerns of fatigue. By having greater amounts of rest or downtime between matches it helps reduce the chance of people wanting to leave from getting tired or exhausted from gameplay.

    Second, we will be adding the ability to access the garage between rounds. What might feel like a long time between matches for some right now will probably feel very fast in comparison when it goes live. We don’t have a definite date to announce for the release of this feature but we’re hoping to have it within the next two updates (not counting our October release this month).

Q: When is the Destructible Map being released?
    Jason Hughes:
    NVIDIA has been working on making improvements to their APEX libraries and tools for us over the last few months. We’re already getting close to about a 30% improvement in performance over the demo map that we showed at GDC and an important feature will be added to the toolset for us shortly to help boost improvement even more. We haven’t been able to dedicate engineering resources to really make use of the tech yet as we’ve been focusing on other higher priority issues. We also want to finish two maps that are already in the pipeline before we resume work on a destruction focused map.

    I know some have been curious about if this is something we plan on retrofitting into old maps but I can confirm that we will be using the technology for a new map and won’t be reworking old ones with destruction. Destruction isn’t something we want have in a map ‘just because’ and we’re making conscientious decisions to present it in a way to provide the greatest amount of impact possible. Right now we are taking more of a direction to make it a map for Co-Op so we can help create some more impressive moments. That decision is subject to change of course but we won’t have a destruction map out for you until at least early 2014.

Q: How are you planning on enhancing and improving audio and sound effects?
    Shadi Muklashy:
    Up to this point in time audio work has been mostly a catch-up game since there has been an incredible amount of work to do on all other fronts. Since I’m responsible for HUD design and development and menu wireframing / bug fixing / development, the majority of my time has been spent in these areas. Consequently, most new audio work has only been on a very high priority basis (new weapons, etc) with very little time for polish, mixing, rebalancing and iterating through playtests and feedback.

    That said, audio and sound design are extremely important for the overall experience and my near future goals revolve around making HAWKEN sound as incredible as possible. This requires support from multiple departments to achieve some of the effects I’d like to integrate, such as high dynamic range audio, dynamic ducking / prioritization of simultaneous sounds, memory improvements, and fixes for ambient effects (reverb, etc). We are currently investigating the engineering workload and options for these goals, as well as integration of third party tools.

    More specifically, we hope to completely rebalance/remix all the audio in the game, creating a more visceral experience for the player. A large part of this is improving the feedback system (damage taken, impacts from enemy fire of various calibers, your impacts connecting when attacking enemies), as well as preventing the overload of lesser priority sounds when in clustered firefights (which ramps up quickly in many situations, such as silo and AA contention). I’ve been working with the baseline audio implementation that was in place when I joined Adhesive, and while it has worked up to this point I would love to refactor it, remaster and recreate a lot of the cues and generally continually improve everything to best serve the gameplay.


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#2 Saturnine

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Posted October 04 2013 - 06:36 PM

View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

Q: What are your plans for adding new game modes?
    Chris Vance:
    This is a great question and one that's easily answered. We have tons of plans! First, we are proud to be launching our "Co-Op Bot Destruction" mode in the coming weeks. Our guys have been working extremely hard on this and we're very pleased with how it's coming together. Secondly, we will be starting up an internal "Feature Team" that will be tasked solely with the creation of a 'Hawkenized' version of the popular "Capture the Flag" game mode. Outside of that, we have kicked around many other ideas, including a King of the Hill mode, a "Fight-Club" type mode inspired by our awesome community


View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

Secondly, we will be starting up an internal "Feature Team" that will be tasked solely with the creation of a 'Hawkenized' version of the popular "Capture the Flag" game mode. Outside of that, we have kicked around many other ideas, including a King of the Hill mode, a "Fight-Club" type mode inspired by our awesome community


View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

a "Fight-Club" type mode inspired by our awesome community


View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

a "Fight-Club" type mode inspired by our awesome community

Yeeeeeeeesssssssssssssssssssssssss.

Didn't read the rest after that.

Neurons ceased firing.

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#3 HackNFly

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Posted October 04 2013 - 06:48 PM

Seems like more people would have responded to this. But THIS is how you do a Q/A.  It feels like respect towards your playerbase when you explain design decisions and give realistic answers such as the fact that running HAB costs money.  And give detailed explanations as to why certain decisions were made.  Can't wait for the CLAN update.

Quote

To address this we have added a new system that takes into account the current state of combat for the person being repaired

Another great example that you're aware of the issues the community has raised

Edited by HackNFly, October 04 2013 - 06:49 PM.


#4 Corpinator

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Posted October 04 2013 - 06:54 PM

View PostSaturnine, on October 04 2013 - 06:36 PM, said:


View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

a "Fight-Club" type mode inspired by our awesome community

Yeeeeeeeesssssssssssssssssssssssss.

Didn't read the rest after that.

Neurons ceased firing.

Same here, all I thought was
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Aside from that, a big 'thank you' to the devs is in order for the whole list of things.

CLANS, BABY.

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#5 xXHadronCutterXx

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Posted October 04 2013 - 06:54 PM

Seems like there are big plans for this game, now let's see you execute them properly. Seeing how much work you're putting into HAWKEN though, I would love if you guys would succeed cause I think this game is heaps full of potential and if you play your cards right I am sure it can grow into a popular F2P game. We as a community shall be here awaiting what you guys have instored for us.

Also, I am really glad you are fully aware of what your community has been saying and you took your time to respond to use with proper explanations and insights. KEep up the hard work guys, I am sure it will pay off.

Get your hard on.


#6 Mobstarr

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Posted October 04 2013 - 06:56 PM

Wow, impressive! Thanks for the detailed answers and keep up the good work.

#7 hendman

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Posted October 04 2013 - 06:57 PM

View PostSaturnine, on October 04 2013 - 06:36 PM, said:

View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

Q: What are your plans for adding new game modes?
    Chris Vance:
    This is a great question and one that's easily answered. We have tons of plans! First, we are proud to be launching our "Co-Op Bot Destruction" mode in the coming weeks. Our guys have been working extremely hard on this and we're very pleased with how it's coming together. Secondly, we will be starting up an internal "Feature Team" that will be tasked solely with the creation of a 'Hawkenized' version of the popular "Capture the Flag" game mode. Outside of that, we have kicked around many other ideas, including a King of the Hill mode, a "Fight-Club" type mode inspired by our awesome community


View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

Secondly, we will be starting up an internal "Feature Team" that will be tasked solely with the creation of a 'Hawkenized' version of the popular "Capture the Flag" game mode. Outside of that, we have kicked around many other ideas, including a King of the Hill mode, a "Fight-Club" type mode inspired by our awesome community


View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

a "Fight-Club" type mode inspired by our awesome community


View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

a "Fight-Club" type mode inspired by our awesome community

Yeeeeeeeesssssssssssssssssssssssss.

Didn't read the rest after that.

Neurons ceased firing.

That's funny..........I stopped reading after this:

We will continue to address balance issues with the Technician as needed, but we are very happy with his current design. Rest assured that the Technician won't be going anywhere.

#8 Pirits

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Posted October 04 2013 - 06:58 PM

View PostSaturnine, on October 04 2013 - 06:36 PM, said:


View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

a "Fight-Club" type mode inspired by our awesome community

Yeeeeeeeesssssssssssssssssssssssss.

Fight club game mode, Collosseum, like the one at Rome, this is what this needs to be.
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#9 OmegaNull

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Posted October 04 2013 - 07:02 PM

I all needed to see was fight club.

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#10 ShadowGTR

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Posted October 04 2013 - 07:07 PM

My reaction after reading this article:

Posted Image

Full steam ahead, devs! Make these wonderful explanations a reality! :D

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#11 Conquistador

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Posted October 04 2013 - 07:09 PM

View Posthendman, on October 04 2013 - 06:57 PM, said:

View PostSaturnine, on October 04 2013 - 06:36 PM, said:

Yeeeeeeeesssssssssssssssssssssssss.

Didn't read the rest after that.

Neurons ceased firing.

That's funny..........I stopped reading after this:

We will continue to address balance issues with the Technician as needed, but we are very happy with his current design. Rest assured that the Technician won't be going anywhere.

The Games Fight Club is the opiate of the people, provided to distract the masses from the horrors of the empire technician .


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Can't be bothered by lack of technician development. Too busy shedding gladiatorial blood in the arena.

We who are about to die, salute you!

Edited by Conquistador, October 04 2013 - 07:11 PM.

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#12 FuryMonster

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Posted October 04 2013 - 07:12 PM

loved most of the answers you gave, keep up the good work!
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#13 WarlordZ

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Posted October 04 2013 - 07:24 PM

View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

Now, when a Technician is repairing someone in combat their armor gains are diminished, lowering the amount of armor they would gain normally from the Technician. However, if the Technician is repairing someone who is not in combat, armor gains have been increased. This makes the Technician strong at repairing allies that have withdrawn from combat, while keeping the repairs low on allies in the middle of fights.
Very good.  There's too much mid-battle healing going on right now.

View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

Secondly, we will be starting up an internal "Feature Team" that will be tasked solely with the creation of a 'Hawkenized' version of the popular "Capture the Flag" game mode. Outside of that, we have kicked around many other ideas, including a King of the Hill mode, a "Fight-Club" type mode inspired by our awesome community, as well as a second Feature Team to work on a re-envisioned "Siege 2.0".
Excited to hear that you've moved on to gamemode work.  The mechs are fun, but we need more fun things to do with them.  I look forward to seeing work done on siege as well.  Honestly, I thought Last Eco's layout would make for better siege games, but ultimately it's still just a game of AA camping.  For all of the systems involved, it really just plays like king of the hill with ship launching thrown in.

View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

having access to the garage between rounds.
At last!  The lack of this has been a royal pain since Ascension (when the garage really started to matter)

View Post[HWK]ZamboniChaos, on October 04 2013 - 06:22 PM, said:

A large part of this is improving the feedback system (damage taken, impacts from enemy fire of various calibers, your impacts connecting when attacking enemies), as well as preventing the overload of lesser priority sounds when in clustered firefights (which ramps up quickly in many situations, such as silo and AA contention).
Audio feedback is certainly lacking right now.  There's nothing really special about your mech getting shot as opposed to a metal wall, and the same goes for shooting an enemy.

Overall, a wonderful Q&A. You seem to be on the right track with all of your replies.  Thanks for listening.

#14 OdinTheWise

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Posted October 04 2013 - 07:29 PM

I seems that the tech solution thing would be a bit more complicated than it needs to be but meh, what ever. Otherwise you have appeased this god. You have sated my blood lust.  I approve.

On a smaller note, CLAN STUFF!

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#15 OdinTheWise

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Posted October 04 2013 - 07:33 PM

I will say also that the timing of this Q&A is highly suspicious in regards to another thread. I hope the two are not related. But if they are, that's cool too as it shows you care.

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#16 Stygota

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Posted October 04 2013 - 07:38 PM

Dat Ace of Spades chassis art is boss.  That's all I've got to say. ;)

View PostOdinTheWise, on October 04 2013 - 07:33 PM, said:

I will say also that the timing of this Q&A is highly suspicious in regards to another thread. I hope the two are not related. But if they are, that's cool too as it shows you care.

It's been real salty lately.  While criticism and feedback are vital (and warranted in many cases), there's been a lot of full on feels cannon blowouts.  I agree with some sentiments in similar posts, but I also feel it could be directed in a more helpful way (or by taking a long break).  That said, I'm sad to see some players go...

I feel pretty bad for you guys having to deal with the amount of criticism, even the necessary stuff.  I've done development work for CMS and business logistics software; I can empathize.  Keep up the good work Team HAWKEN!  Looking forward to the next set of fixes and content!

Edited by Stygota, October 04 2013 - 07:59 PM.

Wnat a cheap new lease mech?


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#17 chuiu

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Posted October 04 2013 - 07:47 PM

Of course my question got ignored, sigh.  Still nice to hear about the technician, HUD, and new game modes.

#18 Luminescent

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Posted October 04 2013 - 07:53 PM

Quote

Of course my question got ignored, sigh.  Still nice to hear about the technician, HUD, and new game modes.

They did say they will be posting answers to more questions later on

#19 nokari

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Posted October 04 2013 - 07:55 PM

View Postchuiu, on October 04 2013 - 07:47 PM, said:

Of course my question got ignored, sigh.  Still nice to hear about the technician, HUD, and new game modes.

Expect another thread to come. There were hundreds of questions (some repeats), so obviously not all of them could get answered in one go. It would take an hour to read through all the answers...

Edited by nokari, October 04 2013 - 07:57 PM.

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#20 chuiu

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Posted October 04 2013 - 07:55 PM

View PostLuminescent, on October 04 2013 - 07:53 PM, said:

Quote

Of course my question got ignored, sigh.  Still nice to hear about the technician, HUD, and new game modes.

They did say they will be posting answers to more questions later on

Yeah but my question was on the first page of the original thread.  I figure if they had an actual answer for it, it would be in this first batch.




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