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So Did Anyone Here Even Go To The Pax Panel?


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#61 MoonUnitBeta

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Posted 24 March 2013 - 08:47 PM

View PostJackson Jax Teller, on 24 March 2013 - 08:45 PM, said:


no... you said that. Hence why I asked if it was in OB

So far Tactics is the same in the way that they're advertising during closed beta, and probably no doubt some time after it goes to open beta.

#62 Targetloc

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Posted 24 March 2013 - 08:47 PM

View Postbenth, on 24 March 2013 - 07:26 PM, said:

Some small snippets from pizzadog of Kong (who attended the panel and I hope will make a more proper post here. If not I can copy/paste what they say elsewhere)

Each mech from concept to implementation:
Costs around 60,000
8 weeks
10 personnel

Each map:
About a quarter of a million
3 months
7 personnel


The mech build time is believable, but the total price seems a little high since not all 10 employees are working on it at the same time for all 8 weeks.

The map numbers... I bet those the MekTek guys feel silly they were giving away millions of dollars worth of maps for free every patch.

Edited by Targetloc, 24 March 2013 - 08:50 PM.


#63 benth

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Posted 24 March 2013 - 08:51 PM

View PostTargetloc, on 24 March 2013 - 08:47 PM, said:


The mech build time is believable, but the total price seems a little high since not all 10 employees are working on it at the same time for all 8 weeks.

The map numbers... I bet those the MekTek guys feel silly they were giving away millions of dollars worth of maps for free every patch.


Yeah, I don't really understand how mapping could be that expensive.

I wonder if the night/snow versions cost that much as well.

#64 armyof1

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Posted 24 March 2013 - 08:52 PM

View PostTargetloc, on 24 March 2013 - 08:47 PM, said:


The mech build time is kind of believable, but seems a little high...

The map numbers... I bet those the MekTek guys feel silly they were giving away millions of dollars worth of maps for free every patch.


The cost of map-making is just insane, 3 months and 250K? Maybe if they're talking MC.

#65 valkyrie

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Posted 24 March 2013 - 08:53 PM

View Postbenth, on 24 March 2013 - 08:51 PM, said:


Yeah, I don't really understand how mapping could be that expensive.

I wonder if the night/snow versions cost that much as well.


I'm thinking the only reason mapping is that expensive/time consuming is because whoever is doing the mapping isn't fully familiar with CryEngine 3. I'm nothing even remotely resembling an expert on that matter, but I recall someone on /mwog/ basically saying that a lot of the things that take PGI a long time to do are actually built into the map building part of the software.

#66 benth

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Posted 24 March 2013 - 08:57 PM

View Postvalkyrie, on 24 March 2013 - 08:53 PM, said:


I'm thinking the only reason mapping is that expensive/time consuming is because whoever is doing the mapping isn't fully familiar with CryEngine 3. I'm nothing even remotely resembling an expert on that matter, but I recall someone on /mwog/ basically saying that a lot of the things that take PGI a long time to do are actually built into the map building part of the software.


I believe the example was CryEngine 3 has built-in dynamic weather and lighting.

So things like River City Night or River City Blizzard are literally built into the engine itself.

#67 PANZERBUNNY

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Posted 24 March 2013 - 09:00 PM

View PostJackson Jax Teller, on 24 March 2013 - 08:43 PM, said:


wow thats HORRIBLE


Looks like Ed209.

Some devs for that game have been watching Robocop.

Edited by PANZERBUNNY, 24 March 2013 - 09:01 PM.


#68 Traigus

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Posted 24 March 2013 - 09:01 PM

View PostJackson Jax Teller, on 24 March 2013 - 08:51 PM, said:

WHAT in Kerensky is THIS?!



Awww horsecrap; they even have mechs we dont that we could use... PANTHER -.-



I went over there months ago. Someoene said it was computerized TT. Looked at the page for like 5 mins and didn't give them any founders cash.

The whole thing makes me kinda sad.

I'd pay money to play TT online... Not TRON mech the collectible card game.

#69 Targetloc

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Posted 24 March 2013 - 09:04 PM

View Postvalkyrie, on 24 March 2013 - 08:53 PM, said:


I'm thinking the only reason mapping is that expensive/time consuming is because whoever is doing the mapping isn't fully familiar with CryEngine 3. I'm nothing even remotely resembling an expert on that matter, but I recall someone on /mwog/ basically saying that a lot of the things that take PGI a long time to do are actually built into the map building part of the software.


Holy crap. I didn't even realize that Cry Engine 3 has a free SDK.

Screw stats software. Who wants to get together and make some maps? We can sell them to PGI for 60k each and save them hundreds of thousands of dollars! (and stop dropping on Tourmaline desert 50 times a night)

#70 benth

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Posted 24 March 2013 - 09:07 PM

View PostTargetloc, on 24 March 2013 - 09:04 PM, said:


Holy crap. I didn't even realize that Cry Engine 3 has a free SDK.

Screw stats software. Who wants to get together and make some maps? We can sell them to PGI for 60k each and save them hundreds of thousands of dollars! (and stop dropping on Tourmaline desert 50 times a night)


They said no to community maps because they wouldn't meet their standards.

Yeah, I laughed too.

#71 Ralgas

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Posted 24 March 2013 - 09:09 PM

Hopefully they took some time to talk to Chris while they were there, that guy know his ***** when it comes to niche classics

#72 Targetloc

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Posted 24 March 2013 - 09:13 PM

View Postbenth, on 24 March 2013 - 09:07 PM, said:


They said no to community maps because they wouldn't meet their standards.

Yeah, I laughed too.


They also said no coolant flush or 3PV...

I'm just going leave this envelop full of maps here on your desk... if they happen to not be there when I turn around, I'll assume we have an understanding.

#73 valkyrie

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Posted 24 March 2013 - 09:17 PM

View Postbenth, on 24 March 2013 - 09:07 PM, said:


They said no to community maps because they wouldn't meet their standards.

Yeah, I laughed too.


1. Ask the community to make maps and submit them in CryEngine 3's SDK for a contest - winner gets a stupid banner cockpit item or something
2. Take the best maps and bug test them yourself, cutting out the majority of the work
3. ?????
4. MAPS!

There, was that so hard, PGI?

#74 DirePhoenix

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Posted 24 March 2013 - 09:29 PM

Given that most of the ragers on this forum refuse to believe that there is a playerbase for MWO that exists outside of these forums, I'm surprised that they have any concern whatsoever about whether or not PGI has a booth at PAX, a convention that no one in this thread attended.

#75 PANZERBUNNY

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Posted 24 March 2013 - 09:31 PM

View Postvalkyrie, on 24 March 2013 - 09:17 PM, said:


1. Ask the community to make maps and submit them in CryEngine 3's SDK for a contest - winner gets a stupid banner cockpit item or something
2. Take the best maps and bug test them yourself, cutting out the majority of the work
3. ?????
4. MAPS!

There, was that so hard, PGI?


They have their virtual currency to give away and premium time for people that have their work chosen.

Enough of this "free" labour in so many aspects of the game, relying on the good will of the gamers and a chuckle as they collect the cash.

View PostDirePhoenix, on 24 March 2013 - 09:29 PM, said:

Given that most of the ragers on this forum refuse to believe that there is a playerbase for MWO that exists outside of these forums, I'm surprised that they have any concern whatsoever about whether or not PGI has a booth at PAX, a convention that no one in this thread attended.


Gencon can net them gamers that probably have no idea this game exists as they are outside the "gamer community".

#76 LaserAngel

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Posted 24 March 2013 - 09:39 PM

View PostDirePhoenix, on 24 March 2013 - 09:29 PM, said:

Given that most of the ragers on this forum refuse to believe that there is a playerbase for MWO that exists outside of these forums, I'm surprised that they have any concern whatsoever about whether or not PGI has a booth at PAX, a convention that no one in this thread attended.
I had a friend who was our feet on the ground.

#77 valkyrie

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Posted 24 March 2013 - 09:40 PM

View PostDirePhoenix, on 24 March 2013 - 09:29 PM, said:

Given that most of the ragers on this forum refuse to believe that there is a playerbase for MWO that exists outside of these forums, I'm surprised that they have any concern whatsoever about whether or not PGI has a booth at PAX, a convention that no one in this thread attended.


Look at it this way - if there was a player base for MWO outside of the type of people on these forums, they should have had a booth at PAX to court them.

Hell, even if there ISN'T, they should still be doing it to get the attention of those kind of people who have remained blissfully unaware of this game's existence.

Edited by valkyrie, 24 March 2013 - 09:40 PM.


#78 ryoma

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Posted 24 March 2013 - 09:59 PM

I would just like to say, MWT as of one-two months ago was a boring, slow, buggy, laggy, and anticlimactic POS.

I will give it another shot in 2-3 months.

Edited by ryoma, 24 March 2013 - 10:00 PM.


#79 Allfex

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Posted 25 March 2013 - 01:49 AM

View Postbenth, on 24 March 2013 - 08:51 PM, said:


Yeah, I don't really understand how mapping could be that expensive.

I wonder if the night/snow versions cost that much as well.



Me too. For personal-learning with cry-engine i'm building a map that fits mwo. With al the assets PGI already has they could press out a ton of map's ;).

http://mwomercs.com/...cry-sdk-fanmap/

For example: In a short amount of time i have done 3 Maps as "WIP'S" with nearly the same "theme". 2x 2k terrain-res 1x 4k.

From zero to this it took me round 5-6 hours and maybe 1,50 Eur energy-cost :huh:

Posted Image

Here is the same map, build a little further with the use of PGI'S assets but with an other terrain-texture-technic... maybe 10-14 hours of work so far.

Posted Image

For the same maps in night i need...maybe 2 hours to tweak the "Time of Day" Settings.

The snow version is one customtexture aplyed to all assets and some snowy terrain-textures.

I know... PGI have to do all the textures and assets, pay the artists, test these maps and so one a BUT 3 months and 250k???

Remember: I'm do it alone and i'm a bloddy amateur with cry-engine.

Cheers

#80 AceTimberwolf

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Posted 25 March 2013 - 02:21 AM

View PostAllfex, on 25 March 2013 - 01:49 AM, said:



Me too. For personal-learning with cry-engine i'm building a map that fits mwo. With al the assets PGI already has they could press out a ton of map's ;).

http://mwomercs.com/...cry-sdk-fanmap/

For example: In a short amount of time i have done 3 Maps as "WIP'S" with nearly the same "theme". 2x 2k terrain-res 1x 4k.

From zero to this it took me round 5-6 hours and maybe 1,50 Eur energy-cost :huh:

Posted Image

Here is the same map, build a little further with the use of PGI'S assets but with an other terrain-texture-technic... maybe 10-14 hours of work so far.

Posted Image

For the same maps in night i need...maybe 2 hours to tweak the "Time of Day" Settings.

The snow version is one customtexture aplyed to all assets and some snowy terrain-textures.

I know... PGI have to do all the textures and assets, pay the artists, test these maps and so one a BUT 3 months and 250k???

Remember: I'm do it alone and i'm a bloddy amateur with cry-engine.

Cheers

GG





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