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U.i. 2.0 Pt


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#101 pbiggz

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Posted 29 October 2013 - 05:41 PM

Naw i can see this as being ready for december. Alot of the elements that were cut likely required DX11 which were getting a test in november for if im not mistaken. Once DX11 is done, Ui 2.0 is done, then CW phase one hits

At the launch party they said phase 1 would come with UI 2.0. I really doubt that will happen, but it should at the very least come this january. For the first time TBH i am actually optimistic. People tend to focus on what isn't done and dont realize that easily 75%-80% of the UI is complete and functioning (with some small stability problems, i didnt really have any myself but i know a few of my friends had more, it must be a clientside issue which they will have to solve).

#102 Karyudo ds

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Posted 29 October 2013 - 05:57 PM

View PostRoland, on 29 October 2013 - 10:03 AM, said:

Alpine is actually a pretty awesome map.

This fact is totally obscured, however, by the terrible game modes which punish you from actually using like 50% of the map area.



Actually by that picture it looks more like 75% of the map is just background. Really wish they did something like speed up the timer by distance/team strength instead of this base capture thing. If you don't go middle you're sort of boned.

View Postpbiggz, on 29 October 2013 - 05:41 PM, said:

Naw i can see this as being ready for december. Alot of the elements that were cut likely required DX11 which were getting a test in november for if im not mistaken. Once DX11 is done, Ui 2.0 is done, then CW phase one hits


I would really love to know what parts of the UI could possibly require DX11. They should be able to build an entire UI without specifically needing it, but judging by the test that doesn't really concern me. I just plain didn't like it. At least the mechlab part, couldn't click on the mech parts and the info popup seemed to cover otherwise useful things. Being able to see mechs in 3D did make them slightly more tempting to buy though so there's a plus. That and having a static camera angle does make some of the mechs seem bigger.

I think I would agree with December being possible if they have any clue what they're doing. The rest should be grunt work.

#103 Roland

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Posted 29 October 2013 - 08:20 PM

Quote

Actually by that picture it looks more like 75% of the map is just background. Really wish they did something like speed up the timer by distance/team strength instead of this base capture thing. If you don't go middle you're sort of boned.

It's actually not background.. you can go into those areas.

Some of the areas, like the region to the southwest of the one starting area actually has stuff like equipment and junk lying around.

There's all kinds of stuff on that map that you simply will never see in a normal game, because if you go there you will lose via cap.

#104 Prezimonto

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Posted 29 October 2013 - 08:23 PM

View Postpbiggz, on 29 October 2013 - 05:41 PM, said:

People tend to focus on what isn't done and dont realize that easily 75%-80% of the UI is complete and functioning

As someone who has worked in RnD often 50% of the time is spent on the first 90% and 50% of the time is spent on the final 10% for a finished product. If you assume they're going to give us the 90% version (everything points to this), you might be right. However, I bet on nothing with PGI's time-tables any longer.

#105 Chemie

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Posted 30 October 2013 - 03:22 AM

But think about this. In July, they said they hoped to have done in 2 months (launch). 4 months later they have a buggy, 30% done alpha build. Now think about what state this must have been in July....Did it even exist in July? If I work backwards from what I saw last night, I get zero code and 2 spare months....

Maybe Dec is possible but that would mean what we saw was very different from current development build but why then release such a sorely underdeveloped alpha?

Edited by Chemie, 30 October 2013 - 03:23 AM.


#106 pbiggz

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Posted 30 October 2013 - 04:41 AM

View PostChemie, on 30 October 2013 - 03:22 AM, said:

Maybe Dec is possible but that would mean what we saw was very different from current development build but why then release such a sorely underdeveloped alpha?


Because you asked for it. You'd be mad if they didn't release anything, and you'd be mad if they did (but possibly less), so they obviously went with their best bet. I know I would. Also as someone who has experience with game programming now, I am telling you right now, that was WAY beyond 30% done. Dont throw out ******** numbers.

Also guys lets be honest here, Alpine is like one of the only maps that doesn't have an oppressive fog effect over it, its actually a wonderful map, Just with the current game modes its absolute {Scrap} because 75%-80% of it remains totally unused.

#107 New Day

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Posted 30 October 2013 - 05:54 AM

View Postpbiggz, on 30 October 2013 - 04:41 AM, said:


Because you asked for it. You'd be mad if they didn't release anything, and you'd be mad if they did (but possibly less), so they obviously went with their best bet. I know I would. Also as someone who has experience with game programming now, I am telling you right now, that was WAY beyond 30% done. Dont throw out ******** numbers.

Also guys lets be honest here, Alpine is like one of the only maps that doesn't have an oppressive fog effect over it, its actually a wonderful map, Just with the current game modes its absolute {Scrap} because 75%-80% of it remains totally unused.

is it just me or has there been more fog in the last few months? Is it maybe a stealth nerf to sniping?

#108 pbiggz

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Posted 30 October 2013 - 06:46 AM

I've noticed no extra fog. Mind you half of the fog effects are actually SUPPOSED to be particle effects that require DX 11. The opressive fog in frozen city day is supposed to be a snow storm, and that's just one example...

Edited by pbiggz, 30 October 2013 - 06:46 AM.


#109 Karyudo ds

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Posted 30 October 2013 - 08:19 AM

View PostRoland, on 29 October 2013 - 08:20 PM, said:

There's all kinds of stuff on that map that you simply will never see in a normal game, because if you go there you will lose via cap.


Right, background. As in you look at it but are ultimately stupid for checking it out.

I mean yeah I know you COULD go to those places, but seeing how base capping works they may as well be inaccessible background areas and it wouldn't affect your normal game. Which is sort of sad. I don't remember MW4 maps as well anymore but I would swear we used more of them.

#110 Dawnstealer

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Posted 30 October 2013 - 08:45 AM

I've said this in other posts, but it seems to fit here, too. I'm really hoping they knock the timeline back a year. Starting in real-time made absolute sense if the game had gone live January 2013 (so that would be January 3050, in-game). But starting CW with the in-game date being November or December 3050 (or even into 3051)...no - just too much happens in that one year.

#111 pbiggz

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Posted 30 October 2013 - 09:21 AM

They could actually get away with it easily and it would certainly make things easier. The clan invasion ceases in 3051 after leo showers is killed at Radstadt, but a number of CRITICAL battles follow. The battle of Luthien in 3052, and the battle of Tukayyid, also in 3052. After that there is a jump of several years to 3057, when the jade falcons level a charge of ******** against ulric kerensky, touching off the refusal war, and closely following that is the single largest and coolest military operation in inner sphere history. Operation bulldog. Happening in parallel is task force serpent's attack on huntress, and then the great refusal at strana mechty.

We'll be ok whatever they do.

#112 DirePhoenix

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Posted 30 October 2013 - 09:59 AM

View PostDawnstealer, on 30 October 2013 - 08:45 AM, said:

I've said this in other posts, but it seems to fit here, too. I'm really hoping they knock the timeline back a year. Starting in real-time made absolute sense if the game had gone live January 2013 (so that would be January 3050, in-game). But starting CW with the in-game date being November or December 3050 (or even into 3051)...no - just too much happens in that one year.

This is why I've said countless times that this game should have been set during the 3rd Succession War. It's barely covered in lore (in comparison to the Clan Invasion era, where pretty much every single day has already been outlined), so we get to make our own lore, just as long as no Successor State gets completely wiped out. Advanced Star League tech isn't widely available, meaning you could have rare (destructible) pieces of Star League tech as special rewards and fuel a player-based economy. No Clan Invasion to worry about absolutely throwing any semblance of balance out the window. All Succesor States are at war with each other, giving players of all factions reasons to fight each other instead of forming Voltron Captain Planet NATO the Star League to take on the Zentraedi Clan Invasion. And, it covers a period of about a hundred years, which gives PLENTY of space not only for the game to be made, but allow players to play in the universe without stepping all over the pre-written lore.

#113 New Day

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Posted 30 October 2013 - 10:10 AM

View Postpbiggz, on 30 October 2013 - 06:46 AM, said:

I've noticed no extra fog. Mind you half of the fog effects are actually SUPPOSED to be particle effects that require DX 11. The opressive fog in frozen city day is supposed to be a snow storm, and that's just one example...

I was mostly referring to Forrest Colony

View PostDirePhoenix, on 30 October 2013 - 09:59 AM, said:

This is why I've said countless times that this game should have been set during the 3rd Succession War. It's barely covered in lore (in comparison to the Clan Invasion era, where pretty much every single day has already been outlined), so we get to make our own lore, just as long as no Successor State gets completely wiped out. Advanced Star League tech isn't widely available, meaning you could have rare (destructible) pieces of Star League tech as special rewards and fuel a player-based economy. No Clan Invasion to worry about absolutely throwing any semblance of balance out the window. All Succesor States are at war with each other, giving players of all factions reasons to fight each other instead of forming Voltron Captain Planet NATO the Star League to take on the Zentraedi Clan Invasion. And, it covers a period of about a hundred years, which gives PLENTY of space not only for the game to be made, but allow players to play in the universe without stepping all over the pre-written lore.

Clans=MadCats=$$$

#114 shellashock

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Posted 30 October 2013 - 12:18 PM

View PostNamesAreStupid, on 30 October 2013 - 10:10 AM, said:

I was mostly referring to Forrest Colony

Don't forget caustic

#115 pbiggz

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Posted 30 October 2013 - 03:43 PM

View Postshellashock, on 30 October 2013 - 12:18 PM, said:

Don't forget caustic


Caustic is one map that should have a fog effect. It's a roiling pool of noxious gases and semi-molten waste, you dont have clear days with that. As for forest colony... snow has almost no fog, normal forest colony was great when it was sunny, and they really ought to take the ****** fog off. Also IMO they really ought to give those maps a pass aswell and fix the visual issues (textureless glacier in frozen) and framerate issues (framerate cave in forest). May as well bring them up to a level of quality that is at least closer to their current maps. Alot of people dont like terra therma but it will look fantastic with DX11 and people haven't caught on to the fact that the caldera is just as ****** as caustic. STAY OUT OF THE CALDERA -> PROFIT

#116 Helbrecht

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Posted 30 October 2013 - 11:09 PM

ill say this, the way that the tested version of U.I 2.0 was a bit confusing. if i didnt have previous knowledge of how U.I 1.5 works probly would have been worse.

if a new player comes in and has no idea about hardpoints or and of the nuances of mech building they would probly be very frustrated, examples below.

Icon for weapons types: first off thier small situated directly above the half box thing that signifies the amount of hard points. thier sorta color coded only the missles are disernable as being different and i was able to figure out the blue crosshair was ams ( i think?) ballistic and energy were the same color. these need to be more disguishable for newer players.

the current form of mech selection ( accross the bottom style) is very simple and easy to use click on said mech goto loadout. the newer version over complicates a system that really didnt need to be redone. this is more of a pet peve but still.

most of the mech lab features were disable so really the advanced stuff, camos, paint, Endo, DHS, etc etc we couldnt test which left me wondering wtf the point of this was at first and what the hell is with only testing in 3 hour blocks its not like your running actual battles ( since those where disabled too) that they couldnt leave it up and running for a t least 1 12 hour stretch.

I understand we do not have all the facts but that being said from the outside looking in PGI's decisions make little sense. i have to ask how many hours do thier people work a day. if that is six months worth of work than we aint ever gonna see anything new in this god forsaken game.

END RANT

edited cause my grammer sucks.

Edited by Helbrecht, 30 October 2013 - 11:13 PM.


#117 Chemie

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Posted 31 October 2013 - 03:13 AM

For a new user, who clicks on weapons, they are greeted with a full screen of engines that are red-out. The new user thinks "how do I unlock these?" Play more games? Level my mech?

How long to figure out they have to remove the current engine to be allowed to select some of those engines? But even then, some are red-out (due to weight restrictions which are not shown) and also the weights of each engine choice are not shown either.

Fun.

#118 Ghogiel

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Posted 31 October 2013 - 03:42 AM

while in mechlab I like that the equipment and weapon list takes up half the screen and half your mech is hidden under some menu.
Then when you want to change the component you are editing you have to move the mouse all the way to the left, instead of being able to click on the actual part of the mech you want to edit.

#119 New Day

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Posted 31 October 2013 - 03:59 AM

View PostGhogiel, on 31 October 2013 - 03:42 AM, said:

while in mechlab I like that the equipment and weapon list takes up half the screen and half your mech is hidden under some menu.
Then when you want to change the component you are editing you have to move the mouse all the way to the left, instead of being able to click on the actual part of the mech you want to edit.

I watched the video and like half the screen is equipment and by 1/10 the actual slots. They could have just made it a list and used the rest to show us ALL (the most important part) of the mech slots at once.

#120 Ghogiel

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Posted 31 October 2013 - 04:05 AM

View PostNamesAreStupid, on 31 October 2013 - 03:59 AM, said:

I watched the video and like half the screen is equipment and by 1/10 the actual slots. They could have just made it a list and used the rest to show us ALL (the most important part) of the mech slots at once.

There is an icon at the top of it that looks to switch view modes from tiles to list. But it was non functional ATM in the PTS.

I'll be using list regardless of whether it shrinks the box or not. But I really hope it does shrink it and shifts the components that are installed list to the left some and allows me to see all of my mech clearly and allow me to click the 3d model's sections to get at my mech. Other wise there is no functional point to even rendering the mech while in mech lab. Though I am sure that has to be a feature of the mechlab.... I hope.

Edited by Ghogiel, 31 October 2013 - 04:06 AM.






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