Upcoming Maintenances [Completed]
#41
Posted 27 March 2014 - 12:02 PM
#42
Posted 27 March 2014 - 12:05 PM
#43
Posted 27 March 2014 - 12:06 PM
#45
Posted 27 March 2014 - 12:13 PM
Roadbeer, on 27 March 2014 - 11:52 AM, said:
They read them, but to paraphrase Russ in NGNG #105
"We know fun better than you"
ah I missed that comment. It's been so much fun sitting here in the shade of this palm tree hanging out with Ginger and Maryann.
#46
Posted 27 March 2014 - 12:14 PM
Ngamok, on 27 March 2014 - 11:08 AM, said:
Community Members - "QQ, Money Grab, N.O.P.E., Tinfoil Hats"
Bongo TauKat Talasko, on 27 March 2014 - 12:02 PM, said:
This is a step to prepare for Launch Module and Clans which are big parts of CW
Edited by Iqfish, 27 March 2014 - 12:15 PM.
#47
Posted 27 March 2014 - 12:20 PM
Der Kopfsammler, on 27 March 2014 - 12:05 PM, said:
Like the current giant blue 'Mech Details" button that shows the layout and all weapons?
#48
Posted 27 March 2014 - 12:20 PM
Roadbeer, on 27 March 2014 - 11:52 AM, said:
They read them, but to paraphrase Russ in NGNG #105
"We know fun better than you"
Russ said "PGI's interpretation of whats fun"- Its taking the players opinions of certain aspects then taking to the team and discussing on how best to make them work. Like everybody has a different opinion on LRM's but at the end of the day its up to PGI to make the final call.
The best example i can use it's Skyrim. We all know dragons, and the different types but, Bethesda needs to make a dragon based on their idea of what it is and how they want it to play in their game. That can include different aspects, player feedback, design concepts there's a number of variables. With that being said, who here thinks that their solutions are always the right one? Once a company has all of the data, they need to make their vision of what a mech should be like and do(within reason of course).
Edited by BLOOD WOLF, 27 March 2014 - 12:27 PM.
#49
Posted 27 March 2014 - 12:20 PM
I may not understand why you do what you do PGI but I do feel better for hearing about it before it drops! Also the promise of PT is very generous, please keep that up as well
#50
Posted 27 March 2014 - 12:27 PM
Place your bet's now!
#53
Posted 27 March 2014 - 12:29 PM
shad0w4life, on 27 March 2014 - 12:20 PM, said:
Pretty sure he means in the Store part of the UI where there is no information for anything available for purchase.
Mystery Bundles anyone?
#55
Posted 27 March 2014 - 12:32 PM
#57
Posted 27 March 2014 - 12:43 PM
Sug, on 27 March 2014 - 12:29 PM, said:
Pretty sure he means in the Store part of the UI where there is no information for anything available for purchase.
Mystery Bundles anyone?
Yes, thats the one. I should have been more specific when refering to that, but i just tought anyone that were at least aware of it would know that theres just that missing in there. Right now its just "BUY NOW! Details later... If you buy the wrong mech, its entirely your fault."
#59
Posted 27 March 2014 - 12:46 PM
I do wish the test servers got a bit more exercise as 'test servers' rather than 'show-case' servers. They could be full of beam riding Gatling SRMs, flaming pogo-stick jumpjets, dynamic critical hit systems, new heat systems. . . anything a Dev felt like cobbling together. It's not like you even need to run servers for games, just have it locked to the training grounds.
#60
Posted 27 March 2014 - 12:55 PM
Now the Question is, why. Will there be some selected raiding parties for 2.5 months until the Clans invade?
Or will we see a streamlining of code to allow for higher frames per second?
More parts for UI 2.0?
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