

Pro Pgi, Pro Mwo- Against Destructive Ppl Who Will Allways Complain.
#41
Posted 04 August 2013 - 06:30 PM
#43
Posted 04 August 2013 - 06:49 PM
Kanatta Jing, on 02 August 2013 - 08:13 PM, said:
In today's world, that's not much of an issue.
The art assets represent some of the greatest monetary and man-hour investments. Those can be converted to just about any engine through the use of a drop-down menu and a few adjustments you make after a little reading of the manual and support forums to look for common issues people have with rigging for an engine.
Switching over to an engine with a powerful script parser designed for battlefield simulation would, actually, pay off in the end. Setting up maps within the CryEngine to work with multiple battlefield objectives is a PITA. It's not meant for the type of game they are trying to create. It's relatively flexible in terms of engines designed for a shooter - but what PGI is going to be getting into with this game will be better served by the scenario editors used by more simulation-oriented engines (such as RealViruality).
If you were to give mod team familiar with ARMA 2 or 3 the art assets used in MechWarrior Online, they would have a functioning 'alpha' of the mod within two months with modified UIs and a more 'seamless' battletech experience within six. The number of mechanical bugs (hit detection and the like) would be relatively minimal. Additionally, things like weapon boresight and simulated sight alignment could be incorporated (which would help in addressing convergence issues).
Within a year, depending upon how much time the team has to devote to the mod, they would have a game superior to the one we currently enjoy. The main bugs that would be encountered would be limitations with UIs and other stuff that would be better addressed through source-code editing under license from Bohemia.
The overall mechanics of the game would be far smoother, and the incorporation of new battlefield objectives and event scripting would be child's play compared to the process of accomplishing this under the CryEngine.
The only real reason to stick with the CryEngine is because of pride.
I would argue that, even financially, sticking with CryEngine is a relatively short-term perspective that fails to account for the cost over-runs and the developmental delays that are guaranteed with this engine (since we are doing things with it that it was never meant to do). A longer-term financial outlook would see a switching of engines as being the better route.
But it's a good way to scare off investors and the programming team is likely not too enthusiastic about the idea of learning a new engine... but there are certainly better engines out there for this sort of stuff.
#44
Posted 04 August 2013 - 06:55 PM
Aim64C, on 04 August 2013 - 06:49 PM, said:
I would argue that, even financially, sticking with CryEngine is a relatively short-term perspective
I think you've answered your own question there as to why we're never seeing a change of engine.
#45
Posted 04 August 2013 - 07:30 PM
Valore, on 04 August 2013 - 06:55 PM, said:
Oh, no doubt.
It wasn't a question. PGI will sail the CryEngine ship straight beneath the waves even if there's a tug nearby to haul them to a different ship.
I'm just typing for the sake of typing, mostly. I know that what I say will make no difference.
#47
Posted 04 August 2013 - 07:47 PM
Valore, on 04 August 2013 - 06:30 PM, said:
Here we go, Mwo Forum guy alive. Rude and brainless

Aim64C, on 04 August 2013 - 06:49 PM, said:
The art assets represent some of the greatest monetary and man-hour investments. Those can be converted to just about any engine through the use of a drop-down menu and a few adjustments you make after a little reading of the manual and support forums to look for common issues people have with rigging for an engine.
Switching over to an engine with a powerful script parser designed for battlefield simulation would, actually, pay off in the end. Setting up maps within the CryEngine to work with multiple battlefield objectives is a PITA. It's not meant for the type of game they are trying to create. It's relatively flexible in terms of engines designed for a shooter - but what PGI is going to be getting into with this game will be better served by the scenario editors used by more simulation-oriented engines (such as RealViruality).
If you were to give mod team familiar with ARMA 2 or 3 the art assets used in MechWarrior Online, they would have a functioning 'alpha' of the mod within two months with modified UIs and a more 'seamless' battletech experience within six. The number of mechanical bugs (hit detection and the like) would be relatively minimal. Additionally, things like weapon boresight and simulated sight alignment could be incorporated (which would help in addressing convergence issues).
Within a year, depending upon how much time the team has to devote to the mod, they would have a game superior to the one we currently enjoy. The main bugs that would be encountered would be limitations with UIs and other stuff that would be better addressed through source-code editing under license from Bohemia.
The overall mechanics of the game would be far smoother, and the incorporation of new battlefield objectives and event scripting would be child's play compared to the process of accomplishing this under the CryEngine.
The only real reason to stick with the CryEngine is because of pride.
I would argue that, even financially, sticking with CryEngine is a relatively short-term perspective that fails to account for the cost over-runs and the developmental delays that are guaranteed with this engine (since we are doing things with it that it was never meant to do). A longer-term financial outlook would see a switching of engines as being the better route.
But it's a good way to scare off investors and the programming team is likely not too enthusiastic about the idea of learning a new engine... but there are certainly better engines out there for this sort of stuff.
Agreed, Seems like cryengine doesnt sticks good to this type of game
Edited by Legolaas, 04 August 2013 - 07:50 PM.
#49
Posted 04 August 2013 - 08:24 PM
#50
Posted 04 August 2013 - 08:27 PM

(Sorry, hard to resist)
#51
Posted 04 August 2013 - 08:44 PM
#52
Posted 04 August 2013 - 08:49 PM
Tezcatli, on 04 August 2013 - 08:44 PM, said:
Well, mine really is more important than other forum posters.
Except I don't create "Dear PGI" threads. I create threads with appropriately named titles/headers, and no one reads them.
#54
Posted 05 August 2013 - 01:17 AM
jeffsw6, on 04 August 2013 - 09:23 PM, said:

Maybe you just dunno how to use lbx10´s. Are you sniping with them? Dont do dat boy, it wont work- you need to be super close. Then- and only then its a great weapon. Ofc you need to know how to use a weapon before you call it useless.
Btw that grrrl looks pretty uggly. (is that your girlfriend?)
Edited by Legolaas, 05 August 2013 - 01:19 AM.
#55
Posted 05 August 2013 - 02:11 AM
If anything, this thread does not contribute anything, nor does it tell PGI anything.
On what I think is the topic: I hope PGI can make this game awesome by September, since they said they were gonna release it by then.
Also, LBXs in MW:LL (Arguably one of the more balanced MW games) had very little spread and could be used effectively at its optimal range, unlike this game's one which requires you to facehug and even then still spreads damage all over.
#56
Posted 05 August 2013 - 02:26 AM
Rengakun, on 05 August 2013 - 02:11 AM, said:
If anything, this thread does not contribute anything, nor does it tell PGI anything.
On what I think is the topic: I hope PGI can make this game awesome by September, since they said they were gonna release it by then.
Also, LBXs in MW:LL (Arguably one of the more balanced MW games) had very little spread and could be used effectively at its optimal range, unlike this game's one which requires you to facehug and even then still spreads damage all over.
1st: where ive been rude in this thread? Quote instead writing nonsence crap-
2md MLL isnt even an original Mw title.- you cant compare it with the game.
3rd. Whats actually ya concern? What do you wana do here?
4th: iam very happy with this game Atm. I think pgi has pretty much problems with the cryengine- thats why they cant hold their deadlines.
Other than that, iam enjoying the game. Thank you Pgi for this awesome game!!
As i said earlier just ignore those who like to complain just cuz they probably suck with any weapon or mech, map or what ever.
#57
Posted 05 August 2013 - 02:27 AM
Legolaas, on 02 August 2013 - 05:35 PM, said:
?Dont get what ya wanna say, but this thread is actually sarcastic- at least the topic cuz iam tired of this: dear pgi- complain complain i wont play the game bla bla bla. Dont play it then. If ya wanna complain then do it in a constructive way.
Yes mister you might be one of those forum gamers who even dont play the game and rather complain about anything and abuse the forum as their privat diary. (have a look at your wall of texts you post recently- its a forum dude, no one wanna read ya novels- if ya wanna say something keep it short)
#60
Posted 05 August 2013 - 02:35 AM
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