Jade Kitsune, on 29 March 2013 - 11:16 AM, said:
Op... I don't think you've been involved from the start of this project like some of us have been.
Nope, but that doesn't change the fact there are development truths and realistic expectations.
Jade Kitsune, on 29 March 2013 - 11:16 AM, said:
I don't think you've seen all the broken Promises, missed deadlines, and flat out lies by the company.
Can you detail what's been promised but refused to be delivered? Delays in development are not broken promises. Be glad PGI is open about delays. Most companies are not. This is the exact reason why most companies release no development timelines or goals. Miss one, the community rips you up. Post a new date, it's a horrible delay. Give the community no information, you're being secretive and shady. You can't have it both ways with a company.
Jade Kitsune, on 29 March 2013 - 11:16 AM, said:
And I don't think you understand that all of us with a founders badge, were mislead into thinking the money we were paying was going towards development of this game, when in fact that money went to Mechwarrior:Tactics and a DOTA clone.
Source please? MW:Tactics has its own Founders program at this time (I'm one of them).
Jade Kitsune, on 29 March 2013 - 11:16 AM, said:
I don't think you're aware that many of us who were involved in the closed beta, pushed for them to extend closed beta well into feburary, when they instead launched Open Beta much too early. [be thankful we forced them to reconsider and push the date back by a week at least.]
You may have a valid comment here from a stability standpoint, the game was pretty rough in some spots when I came in shortly after Open Beta. But it's not the community who makes business decisions, it's PGI. Russ outlined some pretty good reasons
here:
Quote
1) We just can’t ask more of our closed beta testers - The closed beta testers have done an amazing job, but many of you - including many founders - are just plain fatigued at having their data wiped. In fact according to our data we even have 10’s of thousands of Founders that are just waiting for Open Beta to play again so that their play time is not wasted. It is time for us to get into Open Beta and stop the data wipes.
2) We can’t effectively test certain things any further with our current community – In many ways we can’t effectively test systems both in back end infrastructure and game systems without both more and different types of players. We need to bring in new non-core players to determine what aspects of MWO interface, etc need to be changed and exactly how they should be changed. We can’t make proper headway in these areas without Open Beta.
3) Customer Support, server stress – we just need to take the next step in our player base to be able to stress and then take these systems to the next level.
Jade Kitsune, on 29 March 2013 - 11:16 AM, said:
I don't think you're aware that PGI has flat out decided to go against their devlopment pillars as stated in early dev blogs and are changing the game in a way that betrays the original intentions.
When a product is envisioned, you design out what that product would like like in the perfect world. The next step you take is to create what would be minimally viable for that product, as in, it would still sell at an acceptable level if it only had X features. This is to be realistic. Not doing this is a slow trip into development hell, and your product will never ship.
While you always aim for higher than minimally viable, things change as development progresses. Development priorities change, things that you estimate as taking 2 months suddenly become 6 months after working on it for a bit. These things happen and are nothing unique to PGI.
Also, can you talk some specifics?
Jade Kitsune, on 29 March 2013 - 11:16 AM, said:
And I don't think you're aware that we should be in the middle of Community Warfare right now... we were supposed to have DX11 by open beta, and that PGI says it has to spend multi thousands of dollars to make a single map and a single mech. When modding groups make multiple quality maps in under a month and for a fraction of the cost.
CW is coming. If it was done, it would be here right now. Also, can you detail how you (or any other studio) would have done all of that in a year and a half from scratch including existing game state?
DX11 can cause a whole slew of new issues with stability for players, I'm glad they're taking that one slow.
Jade Kitsune, on 29 March 2013 - 11:16 AM, said:
When you get news from the developers saying that it costs them $60,000-70,000 approximately to make a mech, and $250,000 to make a map, you start to question the the competence of the developers in question when mod groups in their spare time make these things to a better standard than PGI does and for well under that pricetag!
The numbers PGI throws out for cost of making maps and mechs are perfectly in line with standard cost of development formulas. You're not taking into account the entire picture, which go as follows for example (BTW, not an exhaustive list):
1) TOTAL cost of employee
- Salary
- Benefits
- Depreciable needed assets (computer, etc)
- Tools (software)
- Workspace
2) Business expenses
- License fees
- Contract fees
- Rent/Lease for office
- Utilities (gas, electric, Internet, water, etc)
Let's say the maps team is made up of 3 engineers, 2 designers/artists, and 2 QA. So let's assume an average yearly salary of $50,000 for those 7 people (maybe $70,000 for a lead engineer, $60,000 for the other two, $45,000 for the artists, and $35,000 for the QA folks). So per week, there's about $6,727 total salary for that team of 7. Over 12 weeks of development, that's about $80,000 in just salary alone. Add in cost of benefits, workspace costs, etc. and you get to ~$150,000 pretty quickly.
As for amateurs doing the same job, you can't compare. Different technology base, different game requirements, etc. It's not as simple as mocking it up in CryEngine. There's inch by inch QA that needs to happen for (assuming) all chassis. A lot of that can be ran by automation, but someone still needs to create that and do a hand check for regression. When a problem is found, the artist needs to fix it, the developer implement it, and testing happens all over again. Their timeline isn't bunk by any means.
Jade Kitsune, on 29 March 2013 - 11:16 AM, said:
OP I've looked at your profile and seen how long you've been around, but I think you were kept in the dark about a lot of things during closed beta thanks to the NDA and the like. I don't think you understand how broken the long time playerbase feels at this rate.
And it's not like I'm expecting them to make this game for free, or not expect people to pay for it, the game is decent at this point, but it's not what it could have been, nor what it should be right now. And having been involved since the 2nd wave of closed beta invites... It hurts to see how much they have promised that's simply been ignored and overlooked.
Again, which no one has answered yet, why are you mad at this point with a product that has been in development for a year and a half?