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Asseri

Member Since 02 Mar 2012
Offline Last Active May 21 2013 03:51 PM
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Topics I've Started

Mwll Developement Have Been Stopped.

16 January 2013 - 07:24 AM

First of all. I'd like to say that MWO is great game, I enjoy it a lot. Another Mechwarrior game I enjoy was Living Legends. Really promising mod where I was waiting lots of features to come.

Well, that aint going to happend anymore. MWLL dev team is not allowed to continue their work on this title anymore. Why is that? Is this decision of IGP? PGI? What's going on?

Am I even allowed to ask about this?

Here is 7.0 final release letter.

"
MechWarrior: Living Legends 0.7.0
First, I must present you with some heavy news.
This is a very hard letter for me to write as it doubles as a thank you and a farewell.
Over the years, we’ve strived to create the greatest, most innovative Battletech/MechWarrior game ever conceived. We feel our efforts re-inspired faith in the MechWarrior IP and paved the way to show that hard work and perseverance can bring anything to life given enough blood, sweat, and tears. Created by fans, for fans, we present to you this culmination of 6 years of work and whatever else we could slap together in time to release this final update to you; our community. You’ve stood by us over the years; providing critiques, discussions, and arguments that have bettered this game and made it into one of the best MechWarrior Communities I’ve ever seen.
To clarify how this situation came to be I’ll go into a bit of detail about what’s been happening behind the scenes to clear up any misconceptions. As Developers and Staff of Wandering Samurai Studios, we are, as of this point, no longer allowed to create future content based on the MechWarrior IP due to legal obligations on behalf of various rights holders. These rights holders own the Legally Binding, Non-Transferrable, Non-Commercial License Agreement with Microsoft and as of 2013 will no longer officially support the MechWarrior: Living Legends division of Wandering Samurai Studios. This is not a choice of the development team, this is a choice of the ownership and we have no control over the decision-making process. While we may not agree with the choice that must be made we respect their decision to make it, as without them, this project would have never come to fruition.
As developers, this is a hard patch to free into the wild. It’s a compilation of everything we’ve made functional up to this point with more than likely a few bugs thrown in for good measure. We are unable to include or finish various features and assets that were in development, and many of the things we’d planned will never come to realization. When we started this project we had great ambitions, and in some respects may have been a bit much, although as our enthusiasm grew, so did the scope and possibilities. Given enough time, anything is possible, but in this day and age time is a luxury. You may not have as much time as you may believe. In turn, do what you can while you can to make a lasting impact on the world around you. In our case, we’ve made a lasting impact on an intellectual property we love. We’ve paved the way for innovation and have proven the viability of new ideas.
In terms of overall scope, I believe we’ve met and exceeded our initial expectations set forth when creating our original design document. Many things have changed, many things have been included or excluded, but in the grand scheme of things it’s exactly what we envisioned; a Combined Arms Battletech Experience. It has been amazing seeing it come to life before our eyes through the tips of our fingers. Over the years we’ve won multiple consecutive industry awards and were noted in various international print and digital publications. We don’t close our doors feeling any regrets; we close our doors knowing we’ve provided one of the most unique and in-depth Battletech/MechWarrior experiences ever created; with gameplay innovations and graphical fidelity that matches and even surpasses many AAA titles to this date. There will never be another experience quite like this.
We will move on to greater things as individuals, always remembering and presenting MechWarrior: Living Legends as our shining beacon of accomplishment. A testament to what can be accomplished by the devoted players who see fit to take game development into their own hands, with their own vision, on their own time. To create a unique experience that will be remembered by players and industry leaders alike for years to come. We hope you’ve enjoyed the ride as much as we’ve enjoyed the journey. Thanks for supporting us, and have fun playing MechWarrior: Living Legends.

We here at Wandering Samurai Studios would also like to inform you of our list of incompletions.
These are features, assets, and game-play mechanics that are at various stages of development but will never see the light of day due to recent events. We thought you, as our community, would like to know what you will not have just as much as you’d like to know what you will have. These items listed below were other milestones we planned to meet that we did not have time to finish by this final release but were notable based on our long-term goals. All of these items had substantial work done but were left incomplete.
Game Features:
- MechLab
- Aerospace HUD
- BattleArmor Claw
- Revised Buy Menu
- Revised Launch/Start menu
- User Selectable Ammo Types
- Full Damage/Impact sound set
- External Destructible Equipment Slots
- Finalized Internal Damage Components
Playable Assets:
- Kodiak
- Marauder
- Commando
- Schrek Tank
- APC variants
- Hunchback IIc
- Mobile Field Base
- Anhur Aerospace
- Xerxes Aerospace
- Kharnov Aerospace
- Svantovit Hovercraft
- Alacorn Assault Tank
- Commando Light ‘Mech
- Swiftwind Scout vehicle
- Corona Heavy Battle Armor
- Phalanx Heavy Battle Armor
Game Modes:
- Capture the Flag game mode
- Planetary Assault game mode
- Team Domination game mode
Maps:
- Cold Steel
- Scorched
- Palace Gates
- Cavernous
- Wildlands
- TC_Ascent
- TC_Breach
- TC_Clearcut
- TC_Enkeladus
- TC_Extremity
- TC_Harvest
- TC_IndustrialRiverbed
- TC_Ridgeline
- TC_Tremors
- SA_Vesuvius
Sound:
- In-game ambient music
- MWLL specific F-key radio dialog
- Unique sounds for each mech including ambience and movement/torso sounds
- Replacement sounds for every crysis weapon/asset
- Dialog for events: under 5:00 minutes, under 20 tickets, etc
- Replacement sound for all the subpar ticks, warnings, beeps, etc
- Elimination of sounds cutting out"

Sorry for the long post.

Chancing Fov And Question About It.

12 November 2012 - 04:13 AM

So, since this is Cryengine game I know how to change my FoV ingame but what's developers take on this? Are you going to support chancing Field of View via options? If not, is it still allowed to change your FoV through config?
I do understand that it does give slight advantage in most FPS games although in MWO most of the time your cockpit blocks the view.
Problem is that I get motion sickness with too low FoV (wich MWO certainly has by default) and I was wondering that is it forbidden to change your FoV and do you get punished for using custom FoV?
Also if you aint allowed to change FoV then please make default FoV at least 75 or so.

Thanks for your replies in advance!

[Bug] Bought Endo Steel, Didnt Get It

07 November 2012 - 01:38 AM

As the topic says. I tried to buy Endo Steel internals, lost some money but didnt get the endo steel.

I was looking back and forth with ferro fiborous and endo steel, comparing wich should I get. Then I set standard armour and selected endo steel, lost 200k (dont know why that amount) but didnt get endo steel (nor ferro fiborous for that matter).

No stats page in profile.

04 November 2012 - 12:46 AM

I just realised that we are supposed to have stats page in or profile? If that's the case, I dont have that option. As you can see in the picture below.

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