Roadmap For June, July, And Beyond
#41
Posted 03 June 2017 - 02:32 PM
#42
Posted 03 June 2017 - 02:35 PM
#43
Posted 03 June 2017 - 02:38 PM
Aidan, on 03 June 2017 - 02:29 PM, said:
How do you distribute these maps?
How would they work with map voting?
Do they all need to comply with all game modes?
What happens when a new game mode is released?
Are PGI responsible for testing maps for errors?
I can't think of a successful 3D FPS in the last 10 years with player made maps...
[Edit] OH! Halo! And everyone plays all the Forge (or whatever they call it now) maps, right?! [/Edit]
Edited by Jay Leon Hart, 03 June 2017 - 02:41 PM.
#45
Posted 03 June 2017 - 02:42 PM
Well at least Clan Trials can be done properly now. so +1
#50
Posted 03 June 2017 - 05:58 PM
Ripper X, on 03 June 2017 - 04:46 PM, said:
Ahh so its IK not 1K. Ok so what is IK and what is that suppose to do?
Basically it makes the mechs feet look pretty. Personally I think its a total waste of time and resources that need to be spent going through the 3 dropship bug's coding and getting a game breaking issue fixed instead of making feet sit on pretty angles on the terrain.
Edited by Cadoazreal, 03 June 2017 - 05:58 PM.
#51
Posted 03 June 2017 - 06:35 PM
Aidan, on 03 June 2017 - 02:29 PM, said:
2. PGI create more maps.
Literally one or the other should have already happened.
Multiplayer games have been released with a map creator/editor since the 90s. It boggles my mind that this game lacks both a map editor players can use to create maps, AND the developer places virtually no resources into making new maps.
You have free labor in the form of your player base. Jiminy Christmas, use it!
(And don't give me that crap that players won't know how to make a balanced map. I've personally created maps for FPS games and hosted games on my own server going all the way back to the old Delta Force series. Some of us went to school for **** like architecture and land design. We know all about modeling terrain.)
#52
Posted 03 June 2017 - 06:48 PM
happy with all of that. Tons of decals too.
I am significantly less bitter. The clear thought and compromise put into the skill tree made me very, very happy. Was good decisions and it turned out way better than I'd thought it would.
I'm even cautiously optimistic about the Invasion mode in FW. Recent events have made me happy enough to open my wallet again and feel good about spending money on this game. Thank you.
#53
Posted 03 June 2017 - 07:08 PM
Cadoazreal, on 03 June 2017 - 05:58 PM, said:
Basically it makes the mechs feet look pretty. Personally I think its a total waste of time and resources that need to be spent going through the 3 dropship bug's coding and getting a game breaking issue fixed instead of making feet sit on pretty angles on the terrain.
I agree. I really hope it won't have an effect on client to server performance.
#54
Posted 03 June 2017 - 08:22 PM
Wait till Incursion becomes officialized in Faction Warfare and Clan teams start charging across the maps in Linebackers!
Or IS teams grab Hugins or Locusts and zip into the enemy post!
With turrets taking a hit from the nerf baton, stopping either of those rushes is going to be damn-near impossible! Well done, PGI! Way to use your 'test results' from the Testing Server to great effect!
Didn't you say you tested Incursion mode for a day before making it live during the Roughneck challenge?
#55
Posted 03 June 2017 - 08:33 PM
#56
Posted 03 June 2017 - 09:31 PM
Its gotta happen eventually
#57
Posted 03 June 2017 - 09:32 PM
#58
Posted 03 June 2017 - 10:23 PM
but please: "Make faction wars great again!"
kick the quickgame mods out!
i play faction wars for the "siege mod" not for the "quickgame mods".(only my mind)
scouting for specials in siege mod is superb.
Give us more maps!
For fw and for quickgame.
a City map with skycrapers, small streets and a Park.
a Lunar Moon like map with no atmosphere, very low gravity, impact crater, mining and science outposts, extrem day and night light and visibility conditions,
a river delta map, with multiple Rivers in very deep canyons. with caves that connect some points.
a seashore map, with deep water fights. Lasers1/4 and balistic 1/3 range and Rockets like Torpedos;->
a high gravity toxic gas weastland Map. with high particle and gas storms, lower the range of Rockets and Balistic 1/2 and makes laser and flamer usless 1/10 range.
#60
Posted 04 June 2017 - 01:20 AM
SoloidSnake, on 03 June 2017 - 07:08 AM, said:
Come on, be reasonable. It's been only 15 months since the last new map.
W E N D I G O, on 04 June 2017 - 12:49 AM, said:
By coincidence, it's also 15 months since IK was first committed to be added back into the game. (Then it was going to be "at MechCon" then "shortly after MechCon" ... and now it's just in the Roadmap without even a specific month attached.)
Someone should zombie up all those threads from the beginning of last year, where the white knights rabidly defended PGI's claim that MWO development would continue at it's usual pace despite the move to monthly patches and three-monthly roadmaps.
Edited by Appogee, 04 June 2017 - 01:26 AM.
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