

What Is Pgi Good At?
#1
Posted 14 November 2013 - 09:37 AM
#2
Posted 14 November 2013 - 09:50 AM
They try there best. that much i dont think anyone can make a valid argument against.
#3
Posted 14 November 2013 - 09:53 AM
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
Posted 14 November 2013 - 10:00 AM
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
Posted 14 November 2013 - 10:01 AM
#6
Posted 14 November 2013 - 10:07 AM
#7
Posted 14 November 2013 - 10:10 AM
#9
Posted 14 November 2013 - 10:20 AM
Zolaz, on 14 November 2013 - 09:37 AM, said:
Creating and finding the biggest community of QQ i've ever had the pleasure of trolling

#10
Posted 14 November 2013 - 10:28 AM
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
Posted 14 November 2013 - 10:35 AM

Edited by Almond Brown, 14 November 2013 - 10:36 AM.
#12
Posted 14 November 2013 - 10:59 AM

#13
Posted 14 November 2013 - 11:07 AM

https://twitter.com/...158748913569793
#14
Posted 14 November 2013 - 11:16 AM
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
Posted 14 November 2013 - 01:37 PM
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
Posted 14 November 2013 - 01:54 PM
#17
Posted 14 November 2013 - 02:19 PM
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
Posted 14 November 2013 - 02:24 PM
#19
Posted 14 November 2013 - 02:28 PM
Kunae, on 14 November 2013 - 11:07 AM, said:

https://twitter.com/...158748913569793
I've been waiting almost 2 days for someone to bring that up.
#20
Posted 14 November 2013 - 02:31 PM
Chemie, on 14 November 2013 - 02:24 PM, said:
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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