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


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#1 EGG

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Posted 16 August 2014 - 07:59 AM

As per title.

Aside from some re-work to drop in.. er... oil rigs or whatever, potential road-blocks to this would be:

a) Lack of satisfaction derived from creation process of building own maps.
;) The possibility that in the past PGI acted disingenuously in their previous dealings with MWLL.

#2 1453 R

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Posted 16 August 2014 - 08:01 AM

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, or any other source, doesn't actually significantly decrease the amount of work a new map takes to get into the game. About all it does is save Piranha the time of devising the overall layout of the map.

yeesh. When are people going to stop conspiracizing that Piranha legal-judo'd MWLL away?

Edited by 1453 R, 16 August 2014 - 08:02 AM.


#3 Helsbane

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Posted 16 August 2014 - 08:10 AM

I've told them before, gimme the map creation tools and an annual salary of 100K and I'll produce a map a month. I design actual structures that no has ever complained about invisible walls in, or getting hung up on something while changing rooms or elevations. No one ever has to turn slightly to get up that last step, or wonders why their head clipped the top of the door frame and stopped them from entering another room. Regardless of what the building blocks resemble, the thought processes behind laying them out are the same.

#4 Khobai

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Posted 16 August 2014 - 08:15 AM

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

#5 1453 R

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Posted 16 August 2014 - 08:16 AM

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.

#6 William Mountbank

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Posted 16 August 2014 - 08:25 AM

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

...gimme the map creation tools and an annual salary of 100K and I'll produce a map a month.


For a 100K I would want you working a little harder than just one a month.

But then I don't have to support a company off the back of a free to play game where only mech sales make dough.

#7 Green Mamba

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Posted 16 August 2014 - 08:25 AM

Because everyone else including other Video Game Developers Have People that can come close to producing the level of Pristine Quality, 1 try and done, Absolutely NO Weapon Fire Clipping ,Evolving Weather Pattern Maps that PGI Devs can Make.Not even close

All the other 6,999,999,940 People on the Planet are Imbeciles ;)

Edit* This sarcasm BTW...Just Clarifying as Some White Knights are so Overboard on these Forums they may actually believe this

Edited by Green Mamba, 16 August 2014 - 10:20 AM.


#8 Alreech

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Posted 16 August 2014 - 08:35 AM

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

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

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.

#9 CocoaJin

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Posted 16 August 2014 - 08:38 AM

Some people just can't see things from a real world prospective. They think the world should operate in a way that suits their desires and needs. And everything that isn't an expressway for their narcissism is just doing it wrong.

You can't argue with that level of delusion.

#10 Ultimax

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Posted 16 August 2014 - 08:49 AM

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

I've told them before, gimme the map creation tools and an annual salary of 100K and I'll produce a map a month.



When Russ gave the dollar figure amount it costs for them to produce a map, it most likely meant that was the entire cost of the manpower & resources to design and implement the map and not the salary of one person who makes maps.

I can't tell you whether that number is low, moderate or high - because I have no background in making online video games.


This also means that the OPs premise is flawed, once they bought said maps they would still need to put it through process which would in turn still cost money to get into the game.

Edited by Ultimatum X, 16 August 2014 - 08:51 AM.


#11 Sandpit

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Posted 16 August 2014 - 09:11 AM

I have a MUCH better idea

If maps cost $250,000 and take 2-4 months

Fix your process. There's no way in hell that any reasonably intelligent adult believes it has to cost $250,000 for every single map produced. If it DOES? Then that's PGI's problem, not mine. Act like a professional company that knows wtf you're doing instead of an indi developer who is programming their first game ever. You got "15 years experience" then act like it and produce like it.

#12 WmLowFlyer

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Posted 16 August 2014 - 09:34 AM

View PostEGG, on 16 August 2014 - 07:59 AM, said:

As per title.

Aside from some re-work to drop in.. er... oil rigs or whatever, potential road-blocks to this would be:

a) Lack of satisfaction derived from creation process of building own maps.
;) The possibility that in the past PGI acted disingenuously in their previous dealings with MWLL.




LOL....


....because the 250k number is both bs and PGI would never pay a community created game for their better quality maps.

#13 Sandpit

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Posted 16 August 2014 - 09:53 AM

View PostWmLowFlyer, on 16 August 2014 - 09:34 AM, said:


....because the 250k number is both bs

ding ding ding
see what happens when you don't drink the kool aid people?

#14 Roland

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Posted 16 August 2014 - 09:58 AM

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


Why do you people think slapping new maps into this game is so cod-whalloping easy?

Because we know how to make maps for the cryengine, and it isn't that hard?

#15 Sandpit

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Posted 16 August 2014 - 10:08 AM

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


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

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?

#16 Sug

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Posted 16 August 2014 - 10:23 AM

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

Why do you people think slapping new maps into this game is so cod-whalloping easy?


Because people have been making maps in less time, in their spare time, in their basements, for no pay, since the late 90's?

#17 Green Mamba

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Posted 16 August 2014 - 10:34 AM

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 ;)

Edited by Green Mamba, 16 August 2014 - 10:34 AM.


#18 Hoax415

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Posted 16 August 2014 - 10:34 AM

Silly golds, making maps has never been some arcane science that only a select few can comprehend and manage.

What makes every excuse for why we can't have more maps even worse is THE MAPS WE HAVE ARE NOT EVEN WELL TESTED OR ESPECIALLY AMAZING.

There are floating rocks, invisible barriers, all sorts of objects that exist only to prevent mechs from moving on what appears to be traversable terrain. You would also have to be in complete fanboi denial to claim that these maps create some type of varied tactical environment that lesser maps would fail to deliver.

I'm sure we'll get tons of new maps. Right after CW. /s

Edited by Hoax415, 16 August 2014 - 10:34 AM.


#19 Carrioncrows

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Posted 16 August 2014 - 10:37 AM

Posted Image ---> Reasons

#20 1453 R

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Posted 16 August 2014 - 10:39 AM

View PostRoland, on 16 August 2014 - 09:58 AM, said:

Because we know how to make maps for the cryengine, and it isn't that hard?


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?


View PostSug, on 16 August 2014 - 10:23 AM, said:

Because people have been making maps in less time, in their spare time, in their basements, for no pay, since the late 90's?



Then why haven't they?

Considering how incredibly massive a hot-button issue new maps are with The Community, how much some people are frothing-at-the-mouth MAD over the fact that we don't have seventy-eight different maps to drop on, and how much releasing even just a few new maps would sooth feathers that have been incredibly ruffled over the last couple months, why ain't they done it if it's something one neckbeard with a case of Mountain Dew can toss off in an afternoon?

You people are continually ascribing active malice to Piranha, which is dumb. They're not out to try and cheese you guys off. They're certainly not the best there is at their jobs, but I refuse to believe that it's a case of "We can't directly monetize this so cluck it we're not going to do it." There's no marketing department in the world stupid enough to do that, not when new maps helps to monetize the entire game. if you guys want to assume that it's Piranha being actively malicious and withholding resources because they can't slap dollars on them, be my guest. I'd rather assume that the company is telling some semblance of the truth when they say that for whatever reason, making new maps is a hefty resource sink.

Should they fix that issue? Absolutely. But I'm honestly as sick of seeing "Y U NO MAPS BR0" threads as I am of seeing "LURMS OP PRANA PLZ NRF" threads. You're never going to have more maps than you do 'Mechs. Stop asking for it.





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