

If Maps Cost 250K, Why Not Pay Mwll 100K For All Theirs. Or 250K.
#121
Posted 16 August 2014 - 02:46 PM
#122
Posted 16 August 2014 - 02:54 PM
I'm a customer
I play the game
I'm an unhappy customer
I won't spend any money.
When I try to post on stuff like this agreeing with the OP and the thread
Certain people flock to the thread to try and dismiss what myself, and many others, are saying.
The truly ironic part about that?
If those that I'm talking about would just stfu for 2 minutes and stop with their rhetoric, PGI might actually be able to here what they need to do in order to make me want to spend money on this game again (as well as all the other players like me)
Allen Ward, on 16 August 2014 - 02:40 PM, said:
ding ding ding
exactly
nothing more really needs to be said about it to be honest. You've got a few guys that think they know how to run a business because they can code. Doesn't work like that. Commerce history is littered with failed companies like that. Being good at something like....
coding
or map making
or artwork
etc.
Does NOT mean you know how to run, manage, and lead a company. With PGI? It REALLY shows through at times.
Heeden, on 16 August 2014 - 02:42 PM, said:
Is that the video? I mean could someone link the recent one that inspired this thread, where they say that even with assets to reuse and more experience it is still costing them 250k per map.
BLOOD WOLF, on 16 August 2014 - 02:46 PM, said:
exactly
Blood, this isn't an attack or anything, but is it possible that english isn't your first language? I ask because sometimes your understanding of things like sarcasm and wanting to take everything said as a literal truth makes it seem like things are getting lost in translation when talking to you at times.
Yes, WT is a wonderful little game by a wonderful little dev team that started development about the same time as MWO did with about the same size dev team, on a smaller budget.
#124
Posted 16 August 2014 - 02:56 PM
Ph30nix, on 16 August 2014 - 02:54 PM, said:
no, he expects to just post a random 30 minute video as some kind of explanation for something that everyone is supposed to watch.
#125
Posted 16 August 2014 - 02:57 PM
In a sense they are not doing anything wrong but they are making it arduous.
Sandpit, on 16 August 2014 - 02:56 PM, said:
no, I needed time to finish my post. Give me a minuete, I will find the time
Edited by BLOOD WOLF, 16 August 2014 - 02:59 PM.
#126
Posted 16 August 2014 - 02:58 PM
#127
Posted 16 August 2014 - 02:59 PM
Define the criteria, specs and all requured to make a map work in MWO....and see what you get back. I have no doubts there will be plenty of people who will impress you.
#128
Posted 16 August 2014 - 02:59 PM
Your move, PGI!
#129
Posted 16 August 2014 - 03:06 PM
Allen Ward, on 16 August 2014 - 02:58 PM, said:
At this point all I can say is We are close to CW. Right, the core of the game. The big promise. What this game should have been. What people have been complaining about this whole time for years now. I don't think the are mismanaging, I say that because since the release of UI 2.0 they have been focused. The clans came out beautifully, Love those mechs. We have had new I.S mechs since then, If it was mismanagement we would be in chaos, not to mention we would not be close to association. Keep in mind we are close to CW. People have already registered their merc corp names. Maybe they did mismanage but at this point I dont think that is the case. I Just think the have the ability to focus on one area at a time.
Not to mention they have to constantly make new mechs, Who knows how many mechs we will have next year.
#130
Posted 16 August 2014 - 03:08 PM
#131
Posted 16 August 2014 - 03:10 PM
Deathlike, on 16 August 2014 - 03:08 PM, said:
september?
the new map was a MINIMUM of 60 days out about 3 weeks ago. minimum
if we get a map before october I'll be surprised
#132
Posted 16 August 2014 - 03:19 PM
Sandpit, on 16 August 2014 - 03:10 PM, said:
the new map was a MINIMUM of 60 days out about 3 weeks ago. minimum
if we get a map before october I'll be surprised
Actually I remember them saying they needed just a few finishing touches on the Jungle map back when they stated they were moving everyone to Clan Mech production back in January.I bet they didn't even start on it till recently just more FIBS

Edited by Green Mamba, 16 August 2014 - 03:20 PM.
#133
Posted 16 August 2014 - 03:22 PM
BLOOD WOLF, on 16 August 2014 - 02:02 PM, said:
http://gamedevelopme...--gamedev-10166
A lot of people know how to develop maps. A lot of people are learning to develop maps. For free.
For a company - maps are a bit more complicated to produce - but that is because you actually have to set design goals that are often handled by a single person in the cases of mods or small game projects. The map designers need to set a theme for the map, have an idea for what will be needed in terms of unique graphical set pieces, and have rough dimensions.
This process can be as complicated or as simplistic as you want. Some people will argue that you have to take into account things like weapon ranges, the number of expected players, etc - while I argue that you really only need to pay attention to the basics of what the game is. The player should adapt to the environment - otherwise the theme of the map is pointless and not a challenge to their play style.
Another big mistake that is often made is to try and develop the map to be played a certain way. Many of the most popular maps in gaming history (blood gulch) were not designed to be played any particular way and were designed more according to theme as opposed to devolving into hideous amounts of number-cruching and attempts to make everything perfectly balanced. A subset of the game (griffball) can account for those who want 'tournament equality.'
I can tell you right now, though, that the maps for MWO are -way- too small. Even Alpine is about half the size it should be to qualify as the smallest playable map.
Quote
We are dropping into a single-elimination solaris tournament with no real interactive map scripting (about as complicated as it gets is Therma's heat-in-lava scripting).
The costs are heavily controlled by outsourcing. If you have to contract out elements of your map creation (which a lot of studios do - to companies like PGI - which is what PGI was doing for the MechWarrior reboot when Smith & Tinker was heading it) - then it becomes more expensive.
The expensive maps are those that are built for single player experiences where you have complicated scripted events and animated destruction. The basics that we see here are pretty much your bottom tier industry costs.
For comparison:
They simulated a whole island nation.
Two of them.
Granted, they 'cheated' and used geo-sat data to model various islands within the series - but even going back to ARMA - the maps were dozens of square kilometers simulated in real time.
Altis is an even larger map...
And to illustrate just how versatile the engine is:
http://www.pcgamer.c...ife-for-arma-3/
This is a whole damned RPG run in a persistent set of servers.
This was all coded for free. No one got paid for creating it, for scripting it, for any unique assets it uses, etc.
#134
Posted 16 August 2014 - 03:24 PM
Green Mamba, on 16 August 2014 - 03:19 PM, said:
Actually I remember them saying they needed just a few finishing touches on the Jungle map back when they stated they were moving everyone to Clan Mech production back in January.I bet they didn't even start on it till recently just more FIBS

oh no, that's not fibs, that's "how business operates" according to the PGI cheerleaders

Aim64C, on 16 August 2014 - 03:22 PM, said:
http://gamedevelopme...--gamedev-10166
A lot of people know how to develop maps. A lot of people are learning to develop maps. For free.
For a company - maps are a bit more complicated to produce - but that is because you actually have to set design goals that are often handled by a single person in the cases of mods or small game projects. The map designers need to set a theme for the map, have an idea for what will be needed in terms of unique graphical set pieces, and have rough dimensions.
This process can be as complicated or as simplistic as you want. Some people will argue that you have to take into account things like weapon ranges, the number of expected players, etc - while I argue that you really only need to pay attention to the basics of what the game is. The player should adapt to the environment - otherwise the theme of the map is pointless and not a challenge to their play style.
Another big mistake that is often made is to try and develop the map to be played a certain way. Many of the most popular maps in gaming history (blood gulch) were not designed to be played any particular way and were designed more according to theme as opposed to devolving into hideous amounts of number-cruching and attempts to make everything perfectly balanced. A subset of the game (griffball) can account for those who want 'tournament equality.'
I can tell you right now, though, that the maps for MWO are -way- too small. Even Alpine is about half the size it should be to qualify as the smallest playable map.
We are dropping into a single-elimination solaris tournament with no real interactive map scripting (about as complicated as it gets is Therma's heat-in-lava scripting).
The costs are heavily controlled by outsourcing. If you have to contract out elements of your map creation (which a lot of studios do - to companies like PGI - which is what PGI was doing for the MechWarrior reboot when Smith & Tinker was heading it) - then it becomes more expensive.
The expensive maps are those that are built for single player experiences where you have complicated scripted events and animated destruction. The basics that we see here are pretty much your bottom tier industry costs.
For comparison:
They simulated a whole island nation.
Two of them.
Granted, they 'cheated' and used geo-sat data to model various islands within the series - but even going back to ARMA - the maps were dozens of square kilometers simulated in real time.
Altis is an even larger map...
And to illustrate just how versatile the engine is:
http://www.pcgamer.c...ife-for-arma-3/
This is a whole damned RPG run in a persistent set of servers.
This was all coded for free. No one got paid for creating it, for scripting it, for any unique assets it uses, etc.

#135
Posted 16 August 2014 - 03:26 PM
Sandpit, on 16 August 2014 - 10:08 AM, said:
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?
I agree with you and the 250,000 figure I hope is not for one map because if it is know wonder the company keeps having sales if you having to finance that kind of bill.
I have used several different terrain editor to creat terrain and it not difficult to do at all. If we have access to there texture they uses in game then we could rapidly create maps some from lore and source books, I do understand that it has to pass there qa and be tested for collision issue and stuck mech things but after 2 years time on the maps we have we still have place that we get stuck on so we really could do to much worse. As far as map design it terrain ther not suppose to be funnel to make people fight in certain areas or ways. Gives us the maps and we can fight the way we want without paths or best access routes.
I would like to see maps with huge distance and terrain features and building 4 time the size we have now, massive city to fight in and underground tunnels use to move freight and heavy haulers so we could fight above or below. How about massive shipyard for dropship with all the hangers for freight to fight in or around. Massive lakes and rivers with high banks and canyons to fight in and over . We maybe the best mech to do the job is not a assault but a fast medium or heavy with goof movement to get in fast instead of having to go around the map the long way like assaults.
#136
Posted 16 August 2014 - 03:41 PM
It's always straightforward, unbiased, intelligent, and sensible.
even if I don't always agree with you

Bullseye69, on 16 August 2014 - 03:26 PM, said:
I agree with you and the 250,000 figure I hope is not for one map because if it is know wonder the company keeps having sales if you having to finance that kind of bill.
I have used several different terrain editor to creat terrain and it not difficult to do at all. If we have access to there texture they uses in game then we could rapidly create maps some from lore and source books, I do understand that it has to pass there qa and be tested for collision issue and stuck mech things but after 2 years time on the maps we have we still have place that we get stuck on so we really could do to much worse. As far as map design it terrain ther not suppose to be funnel to make people fight in certain areas or ways. Gives us the maps and we can fight the way we want without paths or best access routes.
I would like to see maps with huge distance and terrain features and building 4 time the size we have now, massive city to fight in and underground tunnels use to move freight and heavy haulers so we could fight above or below. How about massive shipyard for dropship with all the hangers for freight to fight in or around. Massive lakes and rivers with high banks and canyons to fight in and over . We maybe the best mech to do the job is not a assault but a fast medium or heavy with goof movement to get in fast instead of having to go around the map the long way like assaults.
me too sir, me too
#137
Posted 16 August 2014 - 03:41 PM
BLOOD WOLF, on 16 August 2014 - 03:06 PM, said:
Not to mention they have to constantly make new mechs, Who knows how many mechs we will have next year.
Prepare to be disappointed.
UI 2.0 took them like two years to develop, and it is an unmitigated cluster **** of a disaster.
Why do I have to save my mech when selecting it from the "select mech" screen... but the mech-lab is much more effective for quickly selecting which mech in my inventory I wish to use where I do not have to save merely to indicate I wish to use the currently highlighted mech?
#138
Posted 16 August 2014 - 03:44 PM
What?! Just saying ...
Alreech, on 16 August 2014 - 08:35 AM, said:
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.
This is a popular explanation but admit, it's too simplistic and insulting if true. Any company that takes that attitude to a unique offering in an economic recession deserves to fail. This is an organism that needs to be fed and nurtured (augmented) to compete against other the other mega beasts (WoT?) of the veldtlands. The competition is low in this climate so survival (the money) is almost guarenteed if the beast can stay healthy.
#139
Posted 16 August 2014 - 03:53 PM
Aim64C, on 16 August 2014 - 03:41 PM, said:
Prepare to be disappointed.
UI 2.0 took them like two years to develop, and it is an unmitigated cluster **** of a disaster.
Why do I have to save my mech when selecting it from the "select mech" screen... but the mech-lab is much more effective for quickly selecting which mech in my inventory I wish to use where I do not have to save merely to indicate I wish to use the currently highlighted mech?
well, The point was not whether UI 2.0 was good or not. I was just looking after it's release. i don't think it took them two years either.
Also, not everyone had a problem with Ui 2.0. For me It was always easy to use. somethings were inconvenient but It has been greatly improved since release. I don't even notice it anymore. Also its purely perspective, People who played before the new UI generally do not like it, those who came into the game after look at it as the previous UI. Of course It can be Vice versa. Everybody adapts to new things in their own way.
Edited by BLOOD WOLF, 16 August 2014 - 03:57 PM.
#140
Posted 16 August 2014 - 04:03 PM
BLOOD WOLF, on 16 August 2014 - 03:53 PM, said:
wow lol
yes, it took them 2 years. The "UI2.0 bottleneck" excuse started back in OB.
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