

So Did Anyone Here Even Go To The Pax Panel?
#81
Posted 25 March 2013 - 03:18 AM
#83
Posted 25 March 2013 - 04:51 AM
Allfex, 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

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.
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
This is beautiful. I would pay for an add that let's me at least drop training grounds in some of your maps. That said...
Did anyone go to this panel who can tell us relevant information relayed by Russ during the discussion? Thread is horribly hijacked by comments on other games.
-k
#84
Posted 25 March 2013 - 05:29 AM
Allfex, 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

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.
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
Can you post a video showing a tour of the map with boundaries, major features and base locations?
#85
Posted 25 March 2013 - 05:32 AM
Mwo. gameplay is actually great, at least the combat is...
OB was a disaster for pgi becuase the game barely ran..
I would think they are staying under the radar for a bit.. I mean we dont have collisions back.. .
THe game is ready for the masses once they add a few things in.. Why? because no matter what....
THE COMBAT ROCKS> it really does...
Can you imagine if they get collisions, dfa, and melee all working?? which they should btw..
If i was head of marketing... Those are the features I would promo... Till then, id just keep mum and reliy on word of mouth which is probably up..
Can you imagine..... a real video... and what does it show...... DFA>.... melee..... collsions.... in conjuction with all our mech goodness???!!!
THat would get people interested... Fast.
#86
Posted 25 March 2013 - 05:37 AM
xRaeder, on 24 March 2013 - 07:00 PM, said:
MWO is a poorly engineered small scale game. See Hawken can get all the twitch kids to play it on small scale maps. But Mechwarrior has much slower gameplay. This is why Hawken has more players than MWO and has a larger potential revenue stream.
If MWO had Battalion level battles you'd see the number of players skyrocket. The problem is other than a old franchise MWO has nothing... yes nothing... to differentiate itself from other games of it's type.
Even WoT launched with larger team sizes.
The only thing that can make this game comparable to other title in this genre is if Community Warfare blows the top off of anything else. I seriously doubt that given the progress so far (remember how long it took them to identify and "solve" the netcode issue, and yet it still remains a problem), and PGI's poor track record.
There are no indicators that Hawken has more players than MWO.
I anything the indicators show its way smaller or way less successful to hold players.
Edited by Thorqemada, 25 March 2013 - 05:39 AM.
#87
Posted 25 March 2013 - 05:46 AM
Thorqemada, on 25 March 2013 - 05:37 AM, said:
I anything the indicators show its way smaller or way less successful to hold players.
And even if it had, it would certainly not be a staying userbase. Next F2P shooter hits the hype train and they're down to a few hundred people. But that's not the point of this discussion.
mekabuser, on 25 March 2013 - 05:32 AM, said:
April. At least for 2 of those.
Melee is a hefty subject, altough we both know everyone would **** bricks if they somehow managed to get it in properly (not FPS'que push E to swing knife/stab).
Edited by Adridos, 25 March 2013 - 05:48 AM.
#88
Posted 25 March 2013 - 05:46 AM
So I can imagine them putting it a lot of cash for an advertising drive for something like that as well as being able to market the Community Warfare. Perhaps why they are staying below the radar for now.
#90
Posted 25 March 2013 - 06:24 AM
#93
Posted 25 March 2013 - 06:59 AM
#94
Posted 25 March 2013 - 07:00 AM
Allfex, 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

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.
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
man..that's awesome
#95
Posted 25 March 2013 - 07:00 AM
They get paid too much, use sweat shops for faster Mech production and a lot cheaper


#96
Posted 25 March 2013 - 07:12 AM
xRaeder, on 24 March 2013 - 07:20 PM, said:
I'm still convinced that PGI is shuttling money from this game into MW:Tactics, which probably is easy to maintain and monetize than MWO is.
Honestly, I am not seeing MW:Tactics being better to monetize or making more money in practive than MW:O. It's a turn based strategy game. I love those, but the market for those is ... small.
#97
Posted 25 March 2013 - 07:12 AM
Quarter million for a map, if accurate, just proves how badly managed this project is.
Edited by vrok, 25 March 2013 - 09:45 AM.
#98
Posted 25 March 2013 - 07:16 AM
No wonder they won't accept fan made maps. They could possibly be better than current ones and free(or very decent fee), making devs look like overpaid amateurs.
#99
Posted 25 March 2013 - 07:16 AM
MustrumRidcully, on 25 March 2013 - 07:12 AM, said:
I really shouldn't have drunk bought that Founders package for MW:T.
Anyway, I think the Card Game portion or MW:T makes monetizing it much easier than what we have here in MWO. I could be wrong of course but I hear the CCG markets is ballooning.
I believe Blizz recently announced a CCG version of Warcraft.
http://www.rockpaper...es-of-warcraft/
Edited by Thirdstar, 25 March 2013 - 07:18 AM.
#100
Posted 25 March 2013 - 07:23 AM
Bryan Ekman, on 21 March 2013 - 05:27 PM, said:
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users