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There Has To Be A Faster Way To Release Maps And Variants


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#1 ShadowDarter

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Posted 12 April 2013 - 04:57 AM

Folks do not take this as a flame or a griping thread. Speaking as a production manager arguably I only work within the steel industry. I cannot see how so few maps can be produced in such a time frame that has been done so far.

In most online and inline production, constant testing is done, mostly in the wild, my idea is to bring parts of this into MWO for maps. (Yes i know a map is more than the terrain, but its the terrain that needs the most testing.)

Each step in the map release cycle could be easily placed into the map description, and allow for informed play testing.

I know maps are released at a certain stage of completion but couldn't maps be placed out into the field under a series of trial levels without all the visual bells and whistles until the game goes live, this would give good data on how the maps are played and if they need tweaking.

If this idea is looked at i suggest that a option be made that players have the option to exclude unfinished or finished ones depending on how much they want to test maps.

Any ideas, gripes please post this is a wild idea posted after a few games and adult beverages so It may be stupid as can be but I honestly think we need to expedite the map release system.

Edited by ShadowDarter, 12 April 2013 - 05:14 AM.


#2 Xenois Shalashaska

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Posted 12 April 2013 - 05:01 AM



#3 Agmar Strick

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Posted 12 April 2013 - 05:11 AM

I get the idea, but with the volume of wailing and hair rending tantrums on the forum about bugs and balance, why would they put fuel on the fire with 'alpha' maps?

#4 Zerbob

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Posted 12 April 2013 - 05:13 AM

The PGI team isn't very big and so their map design team is probably working as fast as they can. Their rate of map release is slow, but then again who knows what they've got on the horizon?

#5 DaZur

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Posted 12 April 2013 - 05:20 AM

While not a complete explanation for the slower-than-reasonable map release cycles... I do recall a post in the past where the Devs explained that with each map they create / release they are building an asset repository. (This explains the unique landscapes each map is as well as their various assets)...

Premise is, with this repository of assets it will expedite map production in the future... or something like that.

#6 Therion I

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Posted 12 April 2013 - 05:34 AM

We know they have a handful of mechs working and ready to drop when the clans hit. Perhaps they have held back maps as well for similar reasons.

#7 Roadbeer

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Posted 12 April 2013 - 05:35 AM

View PostDaZur, on 12 April 2013 - 05:20 AM, said:

While not a complete explanation for the slower-than-reasonable map release cycles... I do recall a post in the past where the Devs explained that with each map they create / release they are building an asset repository. (This explains the unique landscapes each map is as well as their various assets)...

Premise is, with this repository of assets it will expedite map production in the future... or something like that.

This

Plus, I think a mech a month isn't too bad.

But OMG could you imagine the QQ of everyone else saying "WE NEED MOAR (insert selfish desire here) NOW!!!' or "FIX (problem that only effects a small portion of people, including poster) NOW!!!" if content came out any faster?

#8 3rdworld

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Posted 12 April 2013 - 05:38 AM

The released maps are buggy as hell.

You want us to play on their unfinished maps?

no thanks

#9 Zerbob

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Posted 12 April 2013 - 07:05 AM

View PostTherion I, on 12 April 2013 - 05:34 AM, said:

We know they have a handful of mechs working and ready to drop when the clans hit. Perhaps they have held back maps as well for similar reasons.


I can guess that once the big Clan & CW announcement hits, we'll get a bucketful of new content.





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