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Ngng #105: Summary Of Russ Bullock Interview Part 1 Aired 3/15/14

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#221 Lindonius

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Posted 18 March 2014 - 11:38 PM

View PostColonel Pada Vinson, on 18 March 2014 - 10:51 PM, said:

The trailers for this game, the promos are all second class to what other games with smaller devs are fielding.


I bought into the Elite Dangerous Alpha based on the quality of its promos and youtube vids from players (and a love of the previous Elite games).

I was reluctant at first due to my MWO experience but Frontier Developments have shown me how a well run, professional dev team can do things. The difference between the two companies is as wide as the ENTIRE GALAXY that I will soon be playing in once the final stage of ALPHA is finished.

This game is dead as far as I'm concerned (it was never really alive) and it's only the amusing meme thread and macabre interest that keeps me coming back to these forums.

Edited by Lindonius, 18 March 2014 - 11:38 PM.


#222 Mycrus

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Posted 19 March 2014 - 12:58 AM

View PostColonel Pada Vinson, on 18 March 2014 - 10:51 PM, said:

The main question a lot of us have is "why can a game like Hawken, made by an indie team, give us all the features we have requested in MWO for a smaller team size & less money? How was such a team able to untangle the wild wilderness of code while the AAA tile producers at PGI continue to fail to be able to deliver anything close to the same results?

Or perhaps, Why do I need to log in to a proxy server to access the mwomercs.com domain and why was my IP address banned from accessing the MWO domain name after posting my critiques of PGI over the past few days?

Hawken may not have the pretty battletech mechs, but it has everything else. Great maps, fantastic user interface, working social menus, etc, etc.

While I do hope that PGI can deliver these results, lets not forget hawken is in open beta now, took less time to achieve what PGI is now a year behind achieving, and not only has a working UI that is logical and intelligently designed, but they have 3 working gamemodes that include battleships firing at your base, and various "misison style" objectives that again would be right at home in MWO. Or perhaps Hawkens conquest gamemode, that doesnt force you to cap for more than 15 seconds, and at the same time pugs vs the blob can create great matches because the blob can not cover every base since they flip so fast and must therefore be fought over/defended.

I could go on and on. I logged into hawken and my mind was literally nearly blown apart upon seeing such quality presentation and style, and once I decided to forget for 5 mins how silly the starter mech looks, I realized the Hawken team has produced a game of much greater caliber.

Why am I posting here via proxy thus circumnavigating my IP ban to access mwomercs.com?

because I do think there is still hope for this game, and I want to keep playing it, but I am sick and tired of navigating a ui that is worse than ui 1.5 and now suddenly, after being told for months ui 2.0 would improve things, am finding out that in fact it's not only making things worse, but basic user interface stuff like a logical layout, not needing a zillion clicks to do stuff or find stuff (insert frustration here) is once again seemingly beyond the reach of the developers of AAA titles in PGI land.

Fixed 10 FPS in closed beta with user.cfg. fixed countless issues for countless user with user.cfg. Told my user.cfg does "nothing", and a near riot on forums forces a backpedal after people see 20-40 FPS increases using it.

I've been critical of PGI before, and i've defended them like crazy during what was a sub-par release.

The trailers for this game, the promos are all second class to what other games with smaller devs are fielding.

I'm like an abused spouse, keep coming back for more for love of the IP, only to be stepped on, banned, and mugged at every corner.

One day you realize your beloved IP is abusing you daily, beating you down with one hand, while gently telling you with the other that "things will change, and get better."

Problem is, they don't. They actually get worse.

Then you realize that the harsh reality is there is no love left here, only sorrow, lies and deciet, and betrayal.

And on that day, your white knight paints himself black, grabs a bottle of rum, and joins the island.

Free of the abuse, and free to smile and enjoy life once more.

from behind a proxy,

Vinson


look on the Brightside you don't need a proxy to play. ...

Is your account banned or just ip....

If ip only it could be a fluke. ... try to pm pgi_fox

#223 Rebas Kradd

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Posted 19 March 2014 - 09:39 AM

View PostColonel Pada Vinson, on 18 March 2014 - 10:51 PM, said:

The main question a lot of us have is "why can a game like Hawken, made by an indie team, give us all the features we have requested in MWO for a smaller team size & less money? How was such a team able to untangle the wild wilderness of code while the AAA tile producers at PGI continue to fail to be able to deliver anything close to the same results?


Does Hawken really have less than 18 engineers? Everyone keeps talking about these smaller development teams working miracles. I'd like to see actual figures that prove they're smaller.

Edited by Rebas Kradd, 19 March 2014 - 09:42 AM.


#224 Darian DelFord

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Posted 19 March 2014 - 11:10 AM

Quote

31:00 Russ explains why they're going with classes over tonnage in public matches. This is because so many people only have one or two mechs. If you require players to play certain tonnages to get a match going, they may not have the mech in order to click launch. However, if they choose that they're going to join into a match playing as one of the three heavy mechs, then whatever heavy they have, they can use. The only place that this can hurt anyone is if four guys want to drop in a team together, and they ONLY have mechs of the same weight class. But very few four man groups will form with four guys who ONLY own the same classes of mechs. At least ONE of the four can play a different class.


This is just stupid here sorry. But in my company we are a lance of 4 lights and thats how we train and play and now we will be forced to have a 4th man out kind of thing. Ridiculous. Absolutely Ridiculous. BT and MW are based on a system of 4.

#225 Deathlike

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Posted 19 March 2014 - 12:30 PM

View PostColonel Pada Vinson, on 18 March 2014 - 10:51 PM, said:

Free of the abuse, and free to smile and enjoy life once more.

from behind a proxy,

Vinson


Are you sure this was an accident? If it was intentional though... just wow man.

#226 Roland

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Posted 19 March 2014 - 12:36 PM

View PostRebas Kradd, on 19 March 2014 - 09:39 AM, said:


Does Hawken really have less than 18 engineers? Everyone keeps talking about these smaller development teams working miracles. I'd like to see actual figures that prove they're smaller.

This interview from back in 2012 had the team at around 25, although that includes interns.

One thing that folks seem to fail to grasp is that Chris Roberts' team didn't START at 200 people. It didn't START with $40 million.

He started with zero, and crowdfunded himself... and then he used that money to BUILD a team. You use that money to hire people who can do work, and then if you are doing that correctly, you get more money.

Folks say idiotic things like, "Oh, well Star Citizen has $40 million, and 200 people!" without seemingly understanding the fact that what Roberts did was insanely impressive.. Because he had NO publisher. No one gave him money at all.

PGI got millions of dollars from us founders, and ALSO got money from a publisher, which got money from that canadian government program. The idea that they're some kind of underdog compared to Chris Roberts is a totally backwards way of looking at it.

The only thing Roberts had going into Star Citizen was his reputation. Everything else they got going over there has been build up from nothing.

#227 Rebas Kradd

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Posted 19 March 2014 - 01:12 PM

View PostRoland, on 19 March 2014 - 12:36 PM, said:

This interview from back in 2012 had the team at around 25, although that includes interns.

One thing that folks seem to fail to grasp is that Chris Roberts' team didn't START at 200 people. It didn't START with $40 million.

He started with zero, and crowdfunded himself... and then he used that money to BUILD a team. You use that money to hire people who can do work, and then if you are doing that correctly, you get more money.

Folks say idiotic things like, "Oh, well Star Citizen has $40 million, and 200 people!" without seemingly understanding the fact that what Roberts did was insanely impressive.. Because he had NO publisher. No one gave him money at all.

PGI got millions of dollars from us founders, and ALSO got money from a publisher, which got money from that canadian government program. The idea that they're some kind of underdog compared to Chris Roberts is a totally backwards way of looking at it.

The only thing Roberts had going into Star Citizen was his reputation. Everything else they got going over there has been build up from nothing.


I've had a far easier time casting a skeptical eye on IGP than I have on PGI. People like to say they're the same entity, and maybe they were at first, but there have been a lot of signs that their agendas have diverged since. The GamesAnalytics hire, the rushed nature of Open Beta and the Launch event, the MWTT rumors...they wouldn't be the first publisher to undercut the house working for them.

Edited by Rebas Kradd, 19 March 2014 - 01:12 PM.


#228 MustrumRidcully

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Posted 19 March 2014 - 01:28 PM

View PostRoland, on 19 March 2014 - 12:36 PM, said:

This interview from back in 2012 had the team at around 25, although that includes interns.

One thing that folks seem to fail to grasp is that Chris Roberts' team didn't START at 200 people. It didn't START with $40 million.

He started with zero, and crowdfunded himself... and then he used that money to BUILD a team. You use that money to hire people who can do work, and then if you are doing that correctly, you get more money.

Folks say idiotic things like, "Oh, well Star Citizen has $40 million, and 200 people!" without seemingly understanding the fact that what Roberts did was insanely impressive.. Because he had NO publisher. No one gave him money at all.

PGI got millions of dollars from us founders, and ALSO got money from a publisher, which got money from that canadian government program. The idea that they're some kind of underdog compared to Chris Roberts is a totally backwards way of looking at it.

The only thing Roberts had going into Star Citizen was his reputation. Everything else they got going over there has been build up from nothing.

Roberts had its reputation, and Mechwarrior has its history and fanbase. Not sure if these are equals, considering what is all associated with Roberts reputation, but it seems close enough.

So yeah, they seem to have relatively similar starting points, except PGI already having funding, and Roberts seems to be a bit of a perfectionist and having the experience of establishing a successful game franchise before. (Even if that franchise is no longer active, and the tech is now different.)

Edited by MustrumRidcully, 19 March 2014 - 01:30 PM.


#229 Nekki Basara

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Posted 19 March 2014 - 04:32 PM

View PostColonel Pada Vinson, on 18 March 2014 - 10:51 PM, said:

Posted Image
Welcome to the island bro, have a coconut.

#230 StandingCow

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Posted 19 March 2014 - 06:23 PM

This island is getting pretty full...

#231 Tekadept

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Posted 19 March 2014 - 07:01 PM

View PostStandingCow, on 19 March 2014 - 06:23 PM, said:

This island is getting pretty full...

You're Telling me
Posted Image

#232 repete

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Posted 19 March 2014 - 08:40 PM

Can't remember when I last logged in to the forums. I see nothing has changed (For the most part). :-)

#233 Tekadept

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Posted 19 March 2014 - 08:48 PM

View Postrepete, on 19 March 2014 - 08:40 PM, said:

Can't remember when I last logged in to the forums. I see nothing has changed (For the most part). :-)

Posted Image

#234 Chronojam

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Posted 20 March 2014 - 08:28 AM

View PostRebas Kradd, on 19 March 2014 - 09:39 AM, said:

Does Hawken really have less than 18 engineers? Everyone keeps talking about these smaller development teams working miracles. I'd like to see actual figures that prove they're smaller.

Taking the opportunity to point out that War Thunder is not just a fantastic combat flight sim featuring combined-arms combat, but endeavours to allow players to control the tanks and ships as well -- available on PC and consoles -- and have added fully functional DirectX 11 support, team/clan support, integrated twitch streaming, voiced tutorials, singleplayer campaigns (plural), customizable offline freeform mission modes, second-screen map/loadout display, several different flight model options (from basic kb+m to full flight sim joystick-required hardcore mode), in addition to a variety of game modes for each level, and they routinely give out their premium currency. Most decorative options can be directly earned in-game in addition to paying small fees to unlock them for every vehicle, and those small fees can be covered by the frequent free-currency promotional events such as those held a week ago. Players are allowed to select several vehicles to bring into combat pre-launch and freely switch between them at a friendly base, with matches of up to 32 players apiece, and in an-game/outside-game stats display, mission record, auto-recorded replays you can rewatch anytime, etc. You can also see how many people are playing and what kind of planes they are flying at any given point. It has full orchestral music, and is localized in a few different languages.

War Thunder's development started around the time of MWO's, with a similar team size.

#235 Roadbeer

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Posted 20 March 2014 - 08:34 AM

View PostChronojam, on 20 March 2014 - 08:28 AM, said:

Taking the opportunity to point out that War Thunder is not just a fantastic combat flight sim featuring combined-arms combat, but endeavours to allow players to control the tanks and ships as well -- available on PC and consoles -- and have added fully functional DirectX 11 support, team/clan support, integrated twitch streaming, voiced tutorials, singleplayer campaigns (plural), customizable offline freeform mission modes, second-screen map/loadout display, several different flight model options (from basic kb+m to full flight sim joystick-required hardcore mode), in addition to a variety of game modes for each level, and they routinely give out their premium currency. Most decorative options can be directly earned in-game in addition to paying small fees to unlock them for every vehicle, and those small fees can be covered by the frequent free-currency promotional events such as those held a week ago. Players are allowed to select several vehicles to bring into combat pre-launch and freely switch between them at a friendly base, with matches of up to 32 players apiece, and in an-game/outside-game stats display, mission record, auto-recorded replays you can rewatch anytime, etc. You can also see how many people are playing and what kind of planes they are flying at any given point. It has full orchestral music, and is localized in a few different languages.

War Thunder's development started around the time of MWO's, with a similar team size.


Now THIS is an apples to apples comparison between developers.

#236 Reverend

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Posted 20 March 2014 - 08:43 AM

Guys guys guys, we're getting into a

DANGER ZONE



#237 Nekki Basara

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Posted 20 March 2014 - 09:41 AM

View PostChronojam, on 20 March 2014 - 08:28 AM, said:

Taking the opportunity to point out that War Thunder is not just a fantastic combat flight sim
It also has "dropship mode", but they call it "arcade".

#238 Rebas Kradd

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Posted 20 March 2014 - 12:02 PM

View PostChronojam, on 20 March 2014 - 08:28 AM, said:

War Thunder's development started around the time of MWO's, with a similar team size.


You still didn't give me numbers of actual coders and engineers. :lol: At the size we're talking about, a small difference could be a big one.

Edited by Rebas Kradd, 20 March 2014 - 12:04 PM.


#239 Sandpit

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Posted 20 March 2014 - 12:11 PM

View PostPeiper, on 15 March 2014 - 10:34 PM, said:

But he thinks that the 14% that would want those types of public matches would still rather have PGI work on community warfare and collisions first instead of delaying that any more so they can put staff on creating yet another public match queue.

I stopped having any faith after reading that. You CAN'T be that ignorant or incompetent and run a multi-million dollar company. That means I'm going with you simply don't want to make the effort, don't care, or don't want groups playing.

#240 Chronojam

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Posted 20 March 2014 - 12:23 PM

View PostRebas Kradd, on 20 March 2014 - 12:02 PM, said:

You still didn't give me numbers of actual coders and engineers. :lol: At the size we're talking about, a small difference could be a big one.


I don't know how many actual people had/have their hands on the code for WT. I would imagine that their management and human resources director have ensured they had the correct amount for the workload, and managed goals and staffing allocation accordingly.





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