Tom Sawyer, on 13 October 2015 - 03:26 AM, said:
This has been asked since nearly beta if not beta itself.
Been told maps cost upwards of 100k to 200k to develop. Maps are so complex normal mortals can not create them. It would take too long to vet maps created by players. Drop Ship Jesus does not like fan maps and will kill a kitten. The guys who created the maps in Living Legends are actually demons who if you look at their maps get your soul.
I think there are more threads asking for this power then there are maps
As a person that knows a bit about design and computer engineering, I bet you most of that "average 150K price tag", or at least 75% of it, is the cost of "expert man hours".
Good, educated and highly creative designers get to charge their hours pretty steep..
And the rest of that price tag is probably high-end computers, and cost of turning the lights on.
User-created maps would cut that cost down by a huge margin, cose' the designers work for free, and use their own computers and electricity.
So you have to only "check and test" the 10 or so maps you like in a given map pack, and doing that takes you about 20% of the time and designer hours of making that many maps yourself in-house.
So don't tell me the maps would be too expensive to check..
As far as "veting" the maps and the time it would take, lets say its monday, and you get 100 user created map files on your drive at 8. AM. With a well done map editor + PTC, you open them, spend 10-or so minutes running around in a mech of your choice, and decide if you like them. That's 1000 minutes, or 16,66 hours. If two people do it, its a little over 8 hours of "checking" per person. And that's monday.
On tuesday, those two get together, sit down, and out of the 100, select the best 10. Then they get to work, and playtest the shibaz out of them. They fix what is immediately obvious. That might take a few days or weeks.
THEN, after the 10 maps's major issues and bugs are fixed, you send them out for PUBLIC TEST (something PGI should start implementing, just like the mech rebalance or mechbay)
After a week or two, you implement all the feedback, and start fixing what's broke.
After this is done, you release 10 maps at once... not one, not a revamp of an old map.. 10 MAPS AT ONCE!
Wouldnt that make the game...better?
Heck, they could outsource the whole map making process, and use only user-created maps for the game.
The designers could focus on testing and in-game incorporation, revamping old maps, and making new models for the editor.
That's a good business model if ever I heard of one..
You let the users create the world they play in, and you just give them the tools. And then you charge them for special cammo and mech packs.
Free labour (of love), a much bigger fanbase, much more immersive gaming experiance, and inevitably more paying players..
Edited by Vellron2005, 13 October 2015 - 04:09 AM.