October Creative Director Update
#61
Posted 08 October 2013 - 01:46 PM
#62
Posted 08 October 2013 - 01:46 PM
because all our QQers are apparently clairvoyant and such. Nice info updates, which IMO, adds quite a bit of clarity to the earlier announced broad strokes.
Thanks for the communication man!
#63
Posted 08 October 2013 - 01:48 PM
#64
Posted 08 October 2013 - 01:48 PM
M4NTiC0R3X, on 08 October 2013 - 01:43 PM, said:
Thanks for clearing that up, facts are always good things to have in a disagreement. Keep the fights on the battlefield, gents.
#65
Posted 08 October 2013 - 01:50 PM
Aristotelis, on 08 October 2013 - 01:37 PM, said:
Try this: http://mwomercs.com/...63#entry2228463
#66
Posted 08 October 2013 - 01:51 PM
Glad we could finally deal with those "were users". Nasty bunch when you're short on silver bullets.
#67
Posted 08 October 2013 - 01:53 PM
DevilCrayon, on 08 October 2013 - 01:48 PM, said:
Exactly.
I think we need to be told who the stakeholders are that are going to be having input. Development and creative teams are one thing (being internal stakeholders). What worries me is who they will consider as external stakeholders, the supposed community representatives, who may well have conflicts of interest, and may bias things in certain ways.
#68
Posted 08 October 2013 - 01:55 PM
Voidsinger, on 08 October 2013 - 01:53 PM, said:
Exactly.
I think we need to be told who the stakeholders are that are going to be having input. Development and creative teams are one thing (being internal stakeholders). What worries me is who they will consider as external stakeholders, the supposed community representatives, who may well have conflicts of interest, and may bias things in certain ways.
I should be a Stakeholder.
Only way we will EVER get the bleeding Urbanmech.......
#69
Posted 08 October 2013 - 01:56 PM
BillTheTurnip, on 08 October 2013 - 12:48 PM, said:
LOTS OF PROGRESS BEING MADE HERE GUYS!
Did you even read the post?
They clearly said that public tests for DX11 and elements of UI 2.0 are coming out in October. READ IT FIRST!
#70
Posted 08 October 2013 - 02:00 PM
#71
Posted 08 October 2013 - 02:01 PM
#72
Posted 08 October 2013 - 02:03 PM
http://mwomercs.com/...ui-20-feedback/
http://mwomercs.com/...ial-discussion/
Do people honestly think a company that is trying to put out a good game isn't going to listen at all to their customer base? You people are way too Jaded. Normally, a company only gives out as much information as they have when it's pretty much done. They are working out final kinks in internal testing for the basic UI. At that point, they can start adding features to the UI as fast as they can program. Agile programming is probably the fastest method out there, that produces reliable code. The fastest is RADD (Rapid Application Disposable Development). This is where they put something into game and let the customer tell them if it works. No testing, just go with it.
They have put out a quality product. They are trying to keep up the product in order to keep being able to put out more product.
#73
Posted 08 October 2013 - 02:03 PM
#74
Posted 08 October 2013 - 02:05 PM
Horusv2, on 08 October 2013 - 01:45 PM, said:
Well, for one they rewrote the entire netcode from client-side to server-authoritative (a.k.a. Host State Rewind).
They introduced five new maps and three variants of old maps, along with 14 new 'mechs.
They introduced a new game mode, modules, a new camo and paint system, several performance improvements, and messed around with weapon balance a lot.
But mainly the rewriting the entire game engine bit. That probably took way, way longer than they expected (in no small part because several problems that looked to be in the MWO code - HUD bugs, I'm looking at you - turned out to be deeply buried in the CryEngine code).
Edit: Oh, I forgot: DX11 - the game started out as DX9, and we had a few false starts with DX11 before they decided to upgrade to a later version of CryEngine (which they then rewrote to server-authoritative). I guess they had to do all the DX11 stuff again after that, because we haven't seen a DX11 client again until now.
Edited by stjobe, 08 October 2013 - 02:12 PM.
#75
Posted 08 October 2013 - 02:13 PM
#76
Posted 08 October 2013 - 02:14 PM
LongJohnSilver, on 08 October 2013 - 01:56 PM, said:
Did you even read the post?
They clearly said that public tests for DX11 and elements of UI 2.0 are coming out in October. READ IT FIRST!
did you?
"We should be seeing the following features on PT:
- UI 2.0 MechLab
- DX 11 + Engine Update"
#77
Posted 08 October 2013 - 02:16 PM
BillTheTurnip, on 08 October 2013 - 02:14 PM, said:
"We should be seeing the following features on PT:
- UI 2.0 MechLab
- DX 11 + Engine Update"
Quoting for posterity, will be interesting to check back on November 1st to see what the Turnip's guarantee is worth.
#79
Posted 08 October 2013 - 02:19 PM
When the fans are happy... they eat their young.
#80
Posted 08 October 2013 - 02:19 PM
Quote
These cockpit items give a loyalty bonus to their faction. How do I know what faction I want to support without knowing their benefits?
Can we choose the cockpit items later when factions and their benefits are known and explained in Community Warfare releases??
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