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If Maps Cost 250K, Why Not Pay Mwll 100K For All Theirs. Or 250K.


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#21 Roland

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Posted 16 August 2014 - 10:51 AM

View Post1453 R, on 16 August 2014 - 10:39 AM, said:

Then why haven't they?

Incompetent management who tasks their art creation assets with making hero mechs instead of the things the game needs to be a long term success.

As for why they are incompetent? Who knows. Bads gonna bad.

Edited by Roland, 16 August 2014 - 10:52 AM.


#22 Koniving

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Posted 16 August 2014 - 10:54 AM

View Post1453 R, on 16 August 2014 - 08:01 AM, said:

Or, AS PIRANHA THEMSELVES HAS STATED, C.) MWLL maps, and player-created maps, would need to be converted into code workable for MWO anyways, as well as receive a graphical facelift and a thrice-over by QA along with everything else that goes into the game, and and such 'taking' maps from MWLL,


Face lift? Higher resolutions on MWLL. They'd have to work to downgrade. But otherwise yeah agreed it'd be just as much work; the only people cut out are the concept artists.

#23 Roland

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Posted 16 August 2014 - 10:56 AM

What kind of "special code" is involved with map creation for mwo that makes it so fundamentally different from every other cryengine game?

#24 Iron Riding Cowboy

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Posted 16 August 2014 - 11:00 AM

View PostAlreech, on 16 August 2014 - 08:35 AM, said:

Why should they do it ?
PGI decided to generate their profit with selling Mechs & Cockpit Items, so putting money in new maps is from a economic point of view wasted money.
Selling maps is a no go, because it divides the playerbase. PGI can't make money from maps like they do it with Mechs and Cockpit Items, so any $ spend on a map is a $ that doesn't generate profit.

I'm not against profit, a company what doesn't generate profit will not least long.


its crap like this that going to kill the game.... Do now maps make $$$ up front ? No it do not but by keeping the game fresh it well make $$ in the long term by keep people playing for longer ... the longer people play and more people play = $$$ in the long run

#25 Sandpit

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Posted 16 August 2014 - 11:08 AM

View PostGreen Mamba, on 16 August 2014 - 10:34 AM, said:

Also Maybe if they wouldn't take off 4 to 6 weeks for Xmas/New Years break when they are supposed to be Backlogged on Work it would help..never worked at a place that would do that even if we were on short time...I guess Canada has different worker expectations ;)

Hence, time and resource management reeks of incompetence

#26 Sandpit

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Posted 16 August 2014 - 11:14 AM

View Post1453 R, on 16 August 2014 - 10:39 AM, said:

Then why haven't they?


why don't you ask them?

so you really think a single map takes 4 months and $250,000 to create?

If that's true you're either
Lying
or
have never been involved in modding, developing, etc.

those are the only two options.

View Post1453 R, on 16 August 2014 - 10:39 AM, said:

But I'm honestly as sick of seeing "Y U NO MAPS BR0" threads

then don't read them
I'm starting to see why you buy into PGI's statements....

View Post1453 R, on 16 August 2014 - 10:39 AM, said:

You're never going to have more maps than you do 'Mechs. Stop asking for it.

Pull your pants up, your ignorance is showing. More maps than mechs? Who is asking for that?

Know how many maps they've built in 3 years?
TEN
10


Know how many mechs they've built in 3 years?
Over ONE HUNDRED
100

3 years
100 mechs
10 maps
2 game modes (which is really just one)
0 everything else

Maybe YOU shouldn't come into a thread and make ignorant (and before you attempt to get mad because of "name calling" you better understand what ignorant truly means) statements about things that you obviously don't understand or simply want to misrepresent.

View PostRoland, on 16 August 2014 - 10:56 AM, said:

What kind of "special code" is involved with map creation for mwo that makes it so fundamentally different from every other cryengine game?

PGI

#27 Ezazel

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Posted 16 August 2014 - 11:20 AM

View PostAlreech, on 16 August 2014 - 08:35 AM, said:

Why should they do it ?
PGI decided to generate their profit with selling Mechs & Cockpit Items, so putting money in new maps is from a economic point of view wasted money.
Selling maps is a no go, because it divides the playerbase. PGI can't make money from maps like they do it with Mechs and Cockpit Items, so any $ spend on a map is a $ that doesn't generate profit.

I'm not against profit, a company what doesn't generate profit will not least long.


Because people will get bored to old maps and then they stop playing the game. I know because I'm one of them. I'd like to play more but I hate current maps. I have seen them too often.

#28 Green Mamba

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Posted 16 August 2014 - 11:25 AM

View PostIron Riding Cowboy, on 16 August 2014 - 11:00 AM, said:


its crap like this that going to kill the game.... Do now maps make $$$ up front ? No it do not but by keeping the game fresh it well make $$ in the long term by keep people playing for longer ... the longer people play and more people play = $$$ in the long run


Maybe that's what PGI has planned..make their money now while working on a New Gaming Project under the Table ...Maybe that's where all the progress is actually going and once the Cow is Milked Dry, Close the Servers as low population gives an excuse (and Forums so people can't Whine), at that point they alreadyhave a head start on their new game.

It would be very efficient but corrupt as hell.This of course all speculation but as time goes on more facts can be gathered

#29 Iron Riding Cowboy

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Posted 16 August 2014 - 11:26 AM

^ this. PGI needs to think long-term. .. not just the nex cash grabs

#30 Lulz Kev

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Posted 16 August 2014 - 11:32 AM

Map making isn't hard. PGI is just fail.

A monkey can pump out 10 mech skins and a map a month.

This game has been exactly the same since beta. What's new? A ****** UI and $500 gold skins. lawl.

View PostSandpit, on 16 August 2014 - 11:14 AM, said:

3 years
100 mechs
10 maps
2 game modes (which is really just one)
0 everything else


Sig'd

#31 Oderint dum Metuant

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Posted 16 August 2014 - 11:38 AM

View Post1453 R, on 16 August 2014 - 08:16 AM, said:

I love how people keep saying crap like that. It's like Piranha's incapable of hiring people who say the exact same stuff.

It's not a matter of manpower. It's a matter of oversight. You could produce a new map every month, and they would STILL need to put it through their QA processes, adjust it for new art assets, get it thoroughly playtested and vetted, and all the other crap they need to do.

Why do you people think slapping new maps into this game is so cod-whalloping easy? If it was, THEY'D DO IT.


Firstly you must have missed Niko post that PGI don't do maps frequently because they don't make enough real world money from them so they focus on othe things instead.

Secondly have you even looked at the cry engine editor to make maps?
It's rediculously simple; at first yea you'll struggle to get all the right settings as a novice.. but with youtube videos that are out there you can pick it up within a few days and be fairly comfortable with it.

PGI would have had support from crytek and someone who you would think is fairly competent and trained so should pick it up much easier than someone like me and you.

A competent; trained person with support from crytek should have no problem cranking out maps with no geometry issues or mismatched hit boxes ( see invisible walls) at least once a month.

Fact is that PGI aka Jarhead games; have never had a successful history.

Edited by DV McKenna, 16 August 2014 - 11:39 AM.


#32 Sandpit

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Posted 16 August 2014 - 11:49 AM

View PostDV McKenna, on 16 August 2014 - 11:38 AM, said:


Fact is that PGI aka Jarhead games; have never had a successful history.

or currently

#33 CocoaJin

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Posted 16 August 2014 - 11:50 AM

View PostSandpit, on 16 August 2014 - 10:08 AM, said:

Maybe because I'm a grown adult that has been an avid gamer for more decades than PGI has been in business and in that time I've not only built maps and entire sims, I've also modeled (as in 3D models with maya for games), skinned, and otherwise done everything PGI does with the exception of actual coding.

Maybe because I'm an adult and not a 13 year-old kid that knows you can produce maps for far less?

Maybe because as an adult, I know that after you've got your assets (that's art, textures, etc. Mr. "slpa CoD maps together"), map producing becomes more of a design issue than a resource issue because at that point you can reuse your resources from the previous 10 maps you've built (along with resources form texturing things like mechs so those are already designed and in the game)

Maybe because as an adult, I have literally built sims in Second Life, from scratch, with original textures and artwork, in under a week for, not only under $250,000, but for well under $100 as a HOBBY
in my spare time
with 2 other amateur hobbyists


Maybe because I'm not a complete moron?


Who did you have to answer to for your builds, how many other projects did you have, how many other projects did your team leader or manager have to critique, edit, test, etc in addition to yours...how often did your projects have to wait in line before it could be looked over, cleared, play tested, etc. and how much did you pay yourself and all those who took part in your project?

Oh wait, or was it just you?

There is a big difference between how fast done thing can be done when you have no hoops to hop and tape to clear. When you get to be your own little judge, jury and executioner of a little project. The point you are missing is that your experiences as an artist doesn't translate well to the reality of their work environment...you don't have the same quality control pathways they do, the chain of progression, etc.

You have the benefit of bring small and nimble in what you...it's the benefit of bring your boss and project team....by the nature of their larger, business/corporate like structures, they are inherently slower in many respects.

Then again, your perspective is typical of do robe with no other responsibility in a project except themselves. Your experience and opinions are out of touch and moot unless you can provided it in the context of doing it as a professional, business oriented, large scale project team.

Until then, your comments are nothing short of mental masturbation.

#34 Sephlock

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Posted 16 August 2014 - 11:51 AM

View PostKhobai, on 16 August 2014 - 08:15 AM, said:

actually a real building with invisible walls, low ceilings, and weird stairs you have to turn sideways to walk up sounds kindve cool.

Sounds Lovecraftian.

#35 CDLord HHGD

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Posted 16 August 2014 - 11:53 AM

I just don't buy the $250k per map quote.... If that's what they do spend then they need to streamline a process somewhere or get rid of some wastefulness.....

#36 FDJustin

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Posted 16 August 2014 - 11:55 AM

View PostAlreech, on 16 August 2014 - 08:35 AM, said:

Why should they do it ?
PGI decided to generate their profit with selling Mechs & Cockpit Items, so putting money in new maps is from a economic point of view wasted money.
Selling maps is a no go, because it divides the playerbase. PGI can't make money from maps like they do it with Mechs and Cockpit Items, so any $ spend on a map is a $ that doesn't generate profit.

I'm not against profit, a company what doesn't generate profit will not least long.

Game experience is a major factor in sales. It's just indirect. It's the LRM of game economics, OK?

#37 Greenjulius

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Posted 16 August 2014 - 11:56 AM

View Postcdlord, on 16 August 2014 - 11:53 AM, said:

I just don't buy the $250k per map quote.... If that's what they do spend then they need to streamline a process somewhere or get rid of some wastefulness.....


One map designer being paid $100K, one tester being paid the same, should be able to pump out half a dozen maps in one year. $250k per map is ludicrous.

#38 Sandpit

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Posted 16 August 2014 - 11:57 AM

View PostCocoaJin, on 16 August 2014 - 11:50 AM, said:

Who did you have to answer to for your builds, how many other projects did you have,

to the customers that I built the sims for. You know, those people who pay you to do stuff?

Would you like to continue?

You do know what secondlife is right? You do know that there's a real-world economy and companies that work, build, create, and otherwise conduct business in SL right? I mean, since you're commenting on my statements so you DO know what I'm talking abotu as opposed to just making ignorant comments right?

#39 Sandpit

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Posted 16 August 2014 - 12:04 PM

View PostCocoaJin, on 16 August 2014 - 11:50 AM, said:


You have the benefit of bring small and nimble in what you...it's the benefit of bring your boss and project team....by the nature of their larger, business/corporate like structures, they are inherently slower in many respects.


and while we're talking about ignorant comments....


two things

1) PGI has constantly and repeatedly stated how they're a "small" company so uhm, nimble (according to you right?_

2) So you seem to think (ignorance?) that every other multi-million dollar game development company out there (since we're talking about how "corporate slows development) has a 3 year development cycle to create
10 maps
1 game mode
and nothing else?

interesting....


please, show me these other companies you are referring to, I'd like to know ahead of time so I make sure not to give them any money either.

here, let me clear up some of your ignorance

http://warthunder.com/


that's what a company who DOESN'T have management issues, and piss poor resource management can do in 3 years with roughly the same size development team.


man, you're batting a thousand today sir...

#40 mike29tw

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Posted 16 August 2014 - 12:10 PM

View Post1453 R, on 16 August 2014 - 10:39 AM, said:

You people are continually ascribing active malice to Piranha, which is dumb. They're not out to try and cheese you guys off.


Stopped reading there.

"Hey guys, we haven't begin coding for CW, but it's totally 90 days after Open Beta."
"Hey guys, we still haven't begin coding for CW, but it's totally 90 days after launch."

Edited by mike29tw, 16 August 2014 - 12:11 PM.






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