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October Creative Director Update


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#121 Nuke and Glow

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Posted 08 October 2013 - 04:19 PM

nice to have a nice informative dev topic and also not to see no QQ's from the girly men.

#122 Deathsani

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Posted 08 October 2013 - 04:21 PM

Here's to hoping this game can survive past the SC alpha! I really hope that things start to come together soon and if this becomes progress it might.

Thanks for the update, and please more of this type of information in the future.

#123 MechFrog1

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Posted 08 October 2013 - 04:21 PM

View Poststjobe, on 08 October 2013 - 02:37 PM, said:

You think it perhaps may have something to do with the word "EXCLUSIVE" in the description?

Posted Image
Edit: Made it a tad more obvious, since it seems a lot of people have missed it.

That was just their position at the time.

#124 gwarm

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Posted 08 October 2013 - 04:31 PM

View Postmint frog, on 08 October 2013 - 04:21 PM, said:

That was just their position at the time.

I hope you aren't forming an opinion about a product you spent money on. How many games have you developed, anyway?

#125 aniviron

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Posted 08 October 2013 - 04:34 PM

Thanks for the post. I appreciate all the details, and it's good to know not just where you want the game to go, but how close you are to getting there.

#126 Roadbeer

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Posted 08 October 2013 - 04:36 PM

Posted Image

When PGI is doing things right, the Fourmites eat their young.

View Postgwarm, on 08 October 2013 - 04:31 PM, said:

I hope you aren't forming an opinion about a product you spent money on. How many games have you developed, anyway?


#127 MechFrog1

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Posted 08 October 2013 - 04:40 PM

View Postgwarm, on 08 October 2013 - 04:31 PM, said:

I hope you aren't forming an opinion about a product you spent money on. How many games have you developed, anyway?

In college I took a C++ class and did a remake of space invaders. By a certain metric that means I have at least one AAA title under my belt.

#128 Iron Tusk

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Posted 08 October 2013 - 04:40 PM

So, quite literally we've got at least another year or more to wait for the actual game to start?

#129 The Unknown Pilot

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Posted 08 October 2013 - 04:41 PM

View PostRoadbeer, on 08 October 2013 - 04:36 PM, said:

Posted Image

When PGI is doing things right, the Fourmites eat their young.



"Fourmites" are a$$es, and @sses are born sterile, thus no young to eat, except at Gencon. :angry:

Edited by The Unknown Pilot, 08 October 2013 - 04:42 PM.


#130 Zanathan

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Posted 08 October 2013 - 04:41 PM

Thanks so much for the update! Please keep it up!

I guess in the meantime I can at least look forward to new mechs to level up while I wait for the content to come through.

#131 Roadbeer

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Posted 08 October 2013 - 04:47 PM

View Postmint frog, on 08 October 2013 - 04:40 PM, said:

In college I took a C++ class and did a remake of space invaders. By a certain metric that means I have at least one AAA title under my belt.


Padded that Liberal Arts Degree eh?

#132 Chronojam

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Posted 08 October 2013 - 04:50 PM

View Postmint frog, on 08 October 2013 - 04:40 PM, said:

In college I took a C++ class and did a remake of space invaders. By a certain metric that means I have at least one AAA title under my belt.

Technically correct, the best kind of correct. It is unfortunate to hear that UI 2.0 will not be presented in a timely fashion, but this sort of information is good to hear earlier rather than later and there was more information than marketing speak in this update. So, to be clear, hooray for communication. Boo for slipping schedules.

View PostRoadbeer, on 08 October 2013 - 04:47 PM, said:

Padded that Liberal Arts Degree eh?

That's a bit insulting, Mint Frog was Environmental Science.

#133 GalaxyBluestar

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Posted 08 October 2013 - 04:52 PM

are people actually kicking an uproar... over a camo pattern?

Posted Image

#134 Royalewithcheese

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Posted 08 October 2013 - 04:55 PM

The transparent "here is what we have, here is where it is in the timeline" is seriously 10/10.

#135 MechFrog1

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Posted 08 October 2013 - 04:58 PM

View PostGalaxyBluestar, on 08 October 2013 - 04:52 PM, said:

are people actually kicking an uproar... over a camo pattern?

I'm not even remotely concerned about it because nothing in the OP said that the camo would be open to general purchase. Until we hear otherwise, no need to get all fussy.

#136 Karyudo ds

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Posted 08 October 2013 - 05:03 PM

View Postmint frog, on 08 October 2013 - 04:40 PM, said:

In college I took a C++ class and did a remake of space invaders. By a certain metric that means I have at least one AAA title under my belt.


I like your metrics.

I was sort of hoping they were slight further along on these points considering they told us about them (or a form of them) a year ago. Also not expecting them to breeze through them either...but I like the format and the info anyway.

#137 Asmosis

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Posted 08 October 2013 - 05:03 PM

this is an excellent way of giving "release dates" for content, development stages offers a lot more clarity than a specific date which gets moved, or more general Q1/Q2 estimates etc.

#138 A Man In A Can

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Posted 08 October 2013 - 05:04 PM

Might as well add my thanks for the update with a post. :angry:

#139 Roadbeer

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Posted 08 October 2013 - 05:04 PM

View Postmint frog, on 08 October 2013 - 04:58 PM, said:

I'm not even remotely concerned about it because nothing in the OP said that the camo would be open to general purchase. Until we hear otherwise, no need to get all fussy.

True, but Forumites only read what they want and fill in the rest with hyperbole, conjecture and speculation. That's why they're so fun, don't spoil it.

RAGE ON NERDS!!!

#140 Ransack

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Posted 08 October 2013 - 05:04 PM

View PostBryan Ekman, on 08 October 2013 - 10:09 AM, said:

Phoenix Program Injected October 15th - What to expect.

If you pre-ordered a Phoenix package (excluding Saber package) before October 15th you can expect everything to be delivered into your account during downtime on the 15th. Players who have purchased Overlord or Guardian packages will be able to select and redeem between 2 and 4 cockpit hanging items from the 6 available factions. You will be able to select any combination of hanging items.

A note on Loyalty Points

While the functionality for rewarding LP is currently in the game, players are not able to use or control which faction they will earn LP for. We are actively building the features associated with earning and using LP. Loyalty Points will make their debut as part of Phase 1 of our CW delivery. See below for more information.

Content Going Live This Month
  • Mech(s): Locust, Shadow Hawk*, Thunderbolt*, Battlemaster*, Hero Atlas, and Champion Spider
  • Map(s): Crimson Strait
  • Pattern(s): Flame
* Available only if you have ordered a Phoenix Package.



October 15th Patch Preview

Gameplay
  • Update the EoR Screen so it will make more sense to the user.
  • Premium and 'Mech Boosters will affect how much XP you will get for First Victory of the Day.
  • Performance
  • A lot of 'Mechs have had a new LOD pass done on them, this will hopefully increase certain users performance.
Bug Fixes
  • Altas Founder head has it's collision back.
  • Streak SRMs no longer auto-aim on the Blackjack's center torso.
  • Fixed were users could see out of the world when using 3rd person near a vertical piece of terrain.
  • Moving a the reticle away from a targeted 'Mech will decay the lock-on once again.
  • A slew of map stuck bugs and visual issues.
October Public Test



We should be seeing the following features on PT:
  • UI 2.0 MechLab
  • DX 11 + Engine Update
  • UI 2.0 Pilot Lab (possible)
Community Warfare Building Blocks



The following features are part of the Community Warfare master feature. Each of these has been identified as an isolated feature that can be developed and released independently or as a group with other blocks. Each block is not created equal, some are incredibly large, some are very small. I’m trying to find an easy way to visualize these blocks via the website, for now text will have to do.

Ready For Internal Test
  • Skirmish Mode (Deathmatch and Team Deathmatch
In Development
  • UI 2.0 MechLab
  • UI 2.0 Pilot Lab
  • UI 2.0 Misc.
  • Attack/Defend Mode
  • Loyalty Points
  • Achievements
  • Mercenary Unit Life
Ready For Development
  • Matchmaking
  • Private Matches
  • Player Level
In Design 3
  • Mercenary Life
In Design 2
  • Ready Screen
  • Loyalist Life
  • Inner Sphere
  • CW Economics
  • Mercenary Unit Assets
  • Mercenary Unit Logistics
  • Contracts
  • Planetary Warfare
  • Front Warfare
In Design 1
  • Loyalist Unit Life
A note on development phases.
  • In design 1 – A twinkle in our eyes, we are still brain storming.
  • In design 2 – Feature brief has been presented to stake holders for vetting.
  • In design 3 – Design has been approved and is being broken down into user stories.
  • Ready for development – Design complete, waiting for resources to be assigned.
  • In development – Resources assigned and actively working on feature.
  • Ready for internal test – Feature is complete and ready to be tested by QA.
  • Ready for public test – Feature has past basic internal testing parameters and is ready for public testing.


Seriously, this was bloomin awesome to read.

Thank you for the update.





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