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What Is Pgi Good At?


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#1 Zolaz

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Posted 14 November 2013 - 09:37 AM

After looking at how far behind schedule PGI is and the state of the game. Can anyone tell me what PGI does well? Just trying to find a glimmer of sunshine and hope in this game.

#2 Tombstoner

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Posted 14 November 2013 - 09:50 AM

Customer service is great. Over all except for one to two people with power its a good company. The mech art work is nice, scaling and balance is not. I like the graphics at the moment. never had an issue with them. but it does come down to how its used on the map. personally dont like volcano. Lasers where done well. first time i used them they felt right and with 4 of them i then proceeded to cut an atlas in half in under 4 seconds... ah the days of TT armor and incorrectly adjusted fire rates.

They try there best. that much i dont think anyone can make a valid argument against.

#3 Randalf Yorgen

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Posted 14 November 2013 - 09:53 AM

well, you've been around for justt about a year and a half so they must be doing something right, you are having fun aren't you? you're not some maso-chist who will do something that they hate over and over again for a year and a half are you?

PGI has created a fun, challenging platform that is still developing and has potential to be something pretty dammn sweet.

So what are you good at?

Edited by Randalf Yorgen, 14 November 2013 - 09:54 AM.


#4 Clit Beastwood

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Posted 14 November 2013 - 10:00 AM

Support - every support request I've submitted was handled quickly and professionally.
Artwork - look to the left and right of the forum posts - the art is secksy!
Hype - they're great at making us want stuff.

#5 Fenris Krinkovich

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Posted 14 November 2013 - 10:01 AM

Art department (mech models, environment visuals, special effects) is EXCELLENT. Overall gameplay is pretty good.

#6 Rasc4l

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Posted 14 November 2013 - 10:07 AM

I think the art department has been carrying the PGI flag for some time now while the other departments are scrambling to do their share.

#7 Helsbane

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Posted 14 November 2013 - 10:10 AM

They do a great job of choosing the most convoluted route to any goal. They are wonderful at avoiding simplicity in any form. They over-engineer whenever possible, rendering it difficult at best to make any changes once implemented. They hold true to their word, until it suits them to go back on it. They are great at ignoring the very player base that attempts to steer them toward a better game, instead choosing to take the most bassackwards, broken, hodge-podge method they can come up with. The artwork is amazing, and one of the few things PGI has done well.

#8 Vassago Rain

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Posted 14 November 2013 - 10:19 AM

View PostHelsbane, on 14 November 2013 - 10:10 AM, said:

The artwork is amazing, and one of the few things PGI has done well.


Then they gave us the new catapults.

#9 Sandpit

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Posted 14 November 2013 - 10:20 AM

View PostZolaz, on 14 November 2013 - 09:37 AM, said:

After looking at how far behind schedule PGI is and the state of the game. Can anyone tell me what PGI does well? Just trying to find a glimmer of sunshine and hope in this game.

Creating and finding the biggest community of QQ i've ever had the pleasure of trolling :wub:

#10 Jack Avery

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Posted 14 November 2013 - 10:28 AM

As others have said, the general art direction is fantastic (excepting, of course, the recent massacre of the Catapult).

I think the general feel of how the mechs actually pilot is great. Not slow and tedious, not super twitchy (well, maybe the lights).

They nailed the standard lasers, absolutely spot on correcting the problems of the previous games. Too bad they missed the marks on the other weapon systems, but they may yet get there.

#11 Almond Brown

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Posted 14 November 2013 - 10:35 AM

Just uninstall dude. Why torture yourself over a f'ing computer game. Press the power button on your monitor and go upstairs and then outdoors. You will be amazed at the wonders that await you. Way better than creating Troll based post(s), on an apparently bad games Forum. Really. LOL! :wub:

Edited by Almond Brown, 14 November 2013 - 10:36 AM.


#12 Brundam Mk VII

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Posted 14 November 2013 - 10:59 AM

They are really good at changing their position at the time. :wub: <3

#13 Kunae

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Posted 14 November 2013 - 11:07 AM

Well, ... at least we know that IGP employees can choose good restaurants. Thanks for keeping us abreast of the important stuff, Russ! :wub:

https://twitter.com/...158748913569793

#14 Mawai

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Posted 14 November 2013 - 11:16 AM

Art work. Mechs especially. (they make money)
Art work. Colours and cockpit items (they make money)
Art Work. Maps. They look nice but they don't directly make money so are lower priority.

Unfortunately, they either do not have enough people or sufficiently capable people to deliver on the engineering side in a timely fashion (I lean toward not enough). UI2.0, CW, hit detection review and HSR (There are definitely issues there that have not been resolved), and others.

So we once again review the corporate profile on Linked In ...

49 employees listed

17 artists
5 software engineer or programmer
2 tools/development support
2 systems engineers
5 designers - game/level/UI
6 producers/project management/IT director/database
3 admin/HR/community relations
1 physics system engineer
...

So ... it looks like all of the software engineering for UI2.0/CW/bug fixing/testing probably falls to somewhere around half a dozen people. On the other hand, art work has at least 17 ... so you can see where the corporate focus lies in this case.

#15 General Taskeen

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Posted 14 November 2013 - 01:37 PM

Maps look 'ok,' but the scaling is very NOT good.

In MW4, walking around in a city map felt better scale-wise than this game. It also looked good in the MW5 Concept video.

Not sure what want wrong with that.

#16 Chemie

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Posted 14 November 2013 - 01:54 PM

underestimating the time to do....anything. Then messing it up when it does release

#17 Odwalla

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Posted 14 November 2013 - 02:19 PM

It's been said, but +1 for artwork and gameplay.

I think the problem is that their development team is either too small or not experienced enough with the engine (or both) to release features/fixes in any reasonable amount of time.

It's a great game. I'm still having a blast with it and again, the artwork and the gameplay we have is awesome. But peoples expectations are just too high.

One thing they need to stop doing is giving timelines. Don't tell the community something is going to be done by X if you aren't 100% sure it's going to be done then. Especially with their track record of actually delivering things on the dates they say. It's just a constant letdown. I don't believe anything they say about where they are with UI 2.0 because of that.

#18 Chemie

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Posted 14 November 2013 - 02:24 PM

the alternative to not giving deadlines is great except if it takes you months/years to release anything, that is even worse.

#19 Roadbeer

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Posted 14 November 2013 - 02:28 PM

View PostKunae, on 14 November 2013 - 11:07 AM, said:

Well, ... at least we know that IGP employees can choose good restaurants. Thanks for keeping us abreast of the important stuff, Russ! :wub:

https://twitter.com/...158748913569793


I've been waiting almost 2 days for someone to bring that up.

#20 Odwalla

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Posted 14 November 2013 - 02:31 PM

View PostChemie, on 14 November 2013 - 02:24 PM, said:

the alternative to not giving deadlines is great except if it takes you months/years to release anything, that is even worse.


That's true. Damned if you do, damned if you don't.

I wish they made enough money to where they WOULD hire a lot more developers and get updates out sooner. One can only dream.



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