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Why Is This Game Half Baked?


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#41 Mcgral18

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Posted 22 February 2018 - 09:28 PM

View PostBumbleBee, on 22 February 2018 - 08:15 PM, said:

But seriously, voting needs to go. It doesn't matter how many maps there are, it will still be 4-5 maps making up 90% of the drops. You may even start seeing some variation in setups, and therefore tactics, if there is a decent chance that a warm brawling map may come up instead of almost being guaranteed to be on a cool long range map like it is now


Re-add Mode Tick Boxes, and sure

I'll play Terra/Alpine if I never need to play Incursion or Escort again

#42 Brain Cancer

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Posted 22 February 2018 - 09:35 PM

Actually, the ultimate "why is the game half baked" question is this:

Who programmed the original, core "we shoot robots" part of MWO?

Nobody at PGI today certainly did. As far as I can tell, nobody actually admitted to building the original game or if they did, they vanished like Sasquatch during a bout of global warming.

#43 Johnny Z

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Posted 23 February 2018 - 02:05 AM

Huge update on the way adding quite a few maps and features. Mechwarrior Online is being supported really well by the studio and its already one of the best online games.

Facts.

So its well over half baked. :)

Edited by Johnny Z, 23 February 2018 - 02:07 AM.


#44 Y E O N N E

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Posted 23 February 2018 - 02:10 AM

I smell fake news...

#45 DeaconShaman

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Posted 23 February 2018 - 02:21 AM

View Postramp4ge, on 22 February 2018 - 08:42 AM, said:


World of Tanks cranks out new maps on a fairly consistent basis, and when they aren't creating new maps they're changing up old ones (for better or worse).


Dude trying to use world of tanks to compare to MWO is way off base. First off WoT has a HUGE player base and they make more money per player then most free to play games so they are rolling in C-bills.

new maps would be great and I agree PGI needs to refocus it's efforts, once MW5 is out I am hoping we see some major changes to MWO but I'm convinced most of the companies resources are committed to that project.

#46 Johnny Z

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Posted 23 February 2018 - 02:24 AM

Its 60% baked at least.

#47 Jackal Noble

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Posted 23 February 2018 - 02:24 AM

View PostJohnny Z, on 23 February 2018 - 02:05 AM, said:

Huge update on the way adding quite a few maps and features. Mechwarrior Online is being supported really well by the studio and its already one of the best online games.

Facts.

So its well over half baked. :)


Mr. President, thank you for gracing our forums with your stately presence.

#48 Jackal Noble

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Posted 23 February 2018 - 02:47 AM

Also wasn't aware that Johnny had such capacity for sarcasm. My whole life is a lie.

Edited by JackalBeast, 23 February 2018 - 02:48 AM.


#49 MW Waldorf Statler

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Posted 23 February 2018 - 03:27 AM

View PostAlcom Isst, on 22 February 2018 - 07:08 AM, said:


Between conceptualization, greyboxing, testing, redesigning, creating new model and art assets, structuring and painting terrain, testing, redesigning, constructing the map with finished assets, testing, redesigning, testing, release, handling bug reports, and testing... $250,000 sounds like a fair number to me for a low estimate. People need to get payed, yo.


The Mwo Maps use most the same Assets ...250.000 Dollar ...by 2500 Dollar for one Guy (8 Hours for 5 days by Week Work only by one Map) its over 100 Months for a Map...by 25.000 for this Guy its 10 months ...what a paid for a Guy...A wonder thats other same sized Companys not broke by more as 5 Maps each Year...and Now the Half of the Small Team is working to MW5 ...what costs MW5 by a Map is 250.000 $

Edited by Old MW4 Ranger, 23 February 2018 - 03:34 AM.


#50 Mystere

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Posted 23 February 2018 - 03:37 AM

View PostJackalBeast, on 22 February 2018 - 08:35 AM, said:

Orrrrrrr you allow the community to make maps for freeeee. Radical concept I know, and has never been attempted in the history of games and succeeded. Super risky too. Could literally bankrupt PGI overnight. It's almost as if members of this community as one man teams have demonstrably shown that they can make maps. *cough jjm1 *hack *cough.
Don't even get me started on invisible terrain.


Well, from an IP point of view, player-made maps can potentially be a very risky and bankruptcy-inducing legal nightmare that can only be mitigated by potentially costly reviews by PGI. So I can understand why they would not want to allow them.

#51 Johnny Z

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Posted 23 February 2018 - 03:37 AM

View PostOld MW4 Ranger, on 23 February 2018 - 03:27 AM, said:



The Mwo Maps use most the same Assets ...250.000 Dollar ...by 2500 Dollar for one Guy (8 Hours for 5 days by Week Work only by one Map) its over 100 Months for a Map...by 25.000 for this Guy its 10 months ...what a paid for a Guy...A wonder thats other same sized Companys not broke by more as 5 Maps each Year...and Now the Half of the Small Team is working to MW5 ...what costs MW5 by a Map is 250.000 $


There are 3 or 4 new Solaris maps, with another following soon after.

There is a new quickplay map that looks awesome.

Then being able to walk around the mechbay.

Awsome stuff. A lot to look forward to.

Edited by Johnny Z, 23 February 2018 - 03:38 AM.


#52 Mystere

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Posted 23 February 2018 - 03:39 AM

View PostJackalBeast, on 22 February 2018 - 09:47 AM, said:


Ahh that is correct, and I do like that map aesthetically speaking.


Meh! I like the original as well, if not even more so for a couple of reasons.

#53 TWIAFU

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Posted 23 February 2018 - 03:43 AM

View PostThermoluminescence, on 22 February 2018 - 06:59 AM, said:

As usual, I watch some videos from the B33f and come back to play. Get real close to buying a mechpack, then realize things are not what they seem. Loose interest.


Setting other things aside, why is there honestly no new maps to speak of?


I assume Solaris took making new maps.. maybe they are the same ones used every year. But I don't care at all for 1v1 or 2v2 so that is irrelevant.

Some thread said it costs $250,000 to make a new map, but that is illogical. Assets for textures and design of many objects like trees already exist. Can't someone just use pre-existing assets to make a new map?


This is someone who was trying to justify a new MechPack in my budget. I want to give you money, but MechPacks arn't what would keep me here. Having more than the same maps I played years ago would go a long way.


Maybe there is some sort of Dev or Publisher saying no new maps, not financially worth it. What do we have to do to inform you that point of view is BS? We want new maps!




So, from the comfort of your coding armchair and extensive experience in the field, how much did it cost you to make a new map for a MMO?

Logically, has to be under 250k. So, do tell. If you can do it for far less, get to work for PGI then.

#54 Mystere

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Posted 23 February 2018 - 03:52 AM

View PostRoughneck45, on 22 February 2018 - 08:28 PM, said:

Its more the voting than the maps. There are 22 maps across the various modes.

They just need to take another pass at the ones people never vote for, add a few more lanes of attack and cover options to make them more dynamic first remove map voting.


FTFY.

It's an easy and quick first step. There is absolutely no point in changing maps or creating new ones if they -- or another set -- will just be deliberately relegated to the dust bin by the players.

This is more so when considering players who want nothing more than meta-whoring-supporting maps that cater to their meta-whoring ways. Posted Image

Edited by Mystere, 23 February 2018 - 03:55 AM.


#55 Mystere

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Posted 23 February 2018 - 03:56 AM

View PostJohnny Z, on 23 February 2018 - 02:05 AM, said:

Huge update on the way adding quite a few maps and features. Mechwarrior Online is being supported really well by the studio and its already one of the best online games.

Facts.

So its well over half baked. Posted Image



Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image


View PostJackalBeast, on 23 February 2018 - 02:47 AM, said:

Also wasn't aware that Johnny had such capacity for sarcasm. My whole life is a lie.


Sarcasm? Check his other posts all over the place.

And, no, the cake was not a lie. <shrugs>

Edited by Mystere, 23 February 2018 - 03:58 AM.


#56 PocketYoda

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Posted 23 February 2018 - 04:28 AM

View PostKhalcruth, on 22 February 2018 - 09:23 AM, said:

Yeah, I don't buy the whole "$250000 to make a single map" figure. That adds up to 5 people at $50000 spending an entire year doing that and nothing else. I don't believe that for a second.

My god... Did PGI really say that.. And customers believed them..

#57 MW Waldorf Statler

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Posted 23 February 2018 - 04:47 AM

a Map like River City with all this Stuff and effects is a Lot Work for a Single person for 3-4 Months ...a simple Map like Rubelite or Polar its a 2 Months Map ...to make the Map Base structur in SDK ist only 6 Hours, the SDK ahs enought tools to create full complex Buildingstructures and saved its as own Objects , placed Roads and Rivers with simple Methods and build many Vegetation Layers to use in the map.

and Quality ??? by MWO the mapdesigner not can delete Buildings thats stand in Crimson Dropzones for Modes like Incursion or can make a little Edit of terrain ..thats the base in tourmaline not stand in a Couldron ..thats 20 minutes more Work!!!

and Rubelite is a ugly map seeing the Walls with the Texture from the Cliffs and thats so ugly ...the Sandstormeefects thats blend in a Brown Nothing ..the placement of the Elements and Texturing that brown in brown in brown with red Crystals ...horrible agaist tourmaline...worls away from the great looking Frozen or Forrest maps ..Problem by This ...PGI like high unpassable Walls and Mountains thats many make to Mazemaps and make 50% of the Terrain and Map useless..and many FW maps like Mapdesign from the earlist PC game days ...UT2004 has a Better Mapdesign (included the Usermake Maps)as many FW maps (and Gamemodes)

Edited by Old MW4 Ranger, 23 February 2018 - 06:30 AM.


#58 MW Waldorf Statler

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Posted 23 February 2018 - 06:42 AM

View PostSamial, on 23 February 2018 - 04:28 AM, said:

My god... Did PGI really say that.. And customers believed them..

PGI says many ..by Transverse project ..PGi says thats shes aWing Commander License Hold...and EA says thats not true

http://ultimacodex.c...y-didnt-use-it/

https://www.reddit.c...mander_license/


or we looking of the PGI site

http://piranhagames.com/

Quote

Today MechWarrior Online is a very successful, online multiplayer title, with a large, dedicated following and is headed into future with more features and content being delivered every month.



Quote


ABOUT US

One of the industry's oldest independent developers, Piranha Games is fast becoming a much bigger fish in the Free-to-Play game marketplace. We are alive and thriving in the pond because we're strong on talent, management, and the alliances we have made with industry leaders. Our core competencies lay in Excellence through Passion, Creativity, and Humility.
Founded in 2000, we started out as an independent developer with extensive multi-platform and multiplayer experience, making FPS action games for big-name franchises. With AAA licensed titles such as Need for Speed: Undercover and Duke Nukem Forever, we took a shift in direction towards the growing Free-to-Play market with MechWarrior Online. We have a strong vision and dedication to the product we make. And our talented team contributed as the key component to our success. Looking ahead, we are committed as ever to be one of the best Free-to-Play Development Studios in the world.


no forget the Die Hard:Nakotami Place Disaster...and the Razor Artemis Joystick exclusiv for MWO
Posted Image

or Russ say ...Lucky ..IK come back ..months later ...sorry IK to difficult with Hitreg


or what say Russ to CW/FW

https://mwomercs.com...y-warfare-beta/

Quote

By now you have learned that our "little hotfix" contained the release of the Community Warfare beta. I guess when you have been working until midnight for many nights in a row we saw some irony and humor in the notion that in the end Community Warfare was just a hotfix.

Essentially we have worked very hard this month to get all of the patches out early, the content patches we wanted to get out so that we had the ability to push CW live ASAP. This was mostly done because we have significant staffing resources that are going to be disappearing for well-deserved vacation time over the Christmas break and we wanted as much reaction time as possible to hotfix any game breaking issues that might present themselves.

This phase 2 release of CW is certainly not the absolute end game product that fulfills every desire of the hard core Battletech player, but I don't want to minimize it either, it's truly a game changer. MechWarrior players have never been able to experience anything like this before. That comment is not meant to take away from MPBT: 3025 that product has my full respect but it was around for a very short window and only playable by a small amount of players who were willing to pay by the hour. Within Community Warfare I anticipate we will see hundreds if not thousands of matches played every day within this concept of fighting for the great factions of the inner sphere with planets changing possession and the map reflecting that.

MPBT: 3025 also had many deeper logistical features that many have expressed interest in, with this main aspect of CW now in beta we will be free to consider all aspects of growing the depth of the combat and look forward to hearing your suggestions.

This is an enormous feature release that certainly has a decent sized list of known issues that we will work through as quickly as possible.

Although we had many dedicated players spend significant time testing with us I am sure balance between attackers and defenders is nowhere near perfect. In the end there is only so much you can do with a smaller subset of testers; we need the live populations to show us the untold number of strategies that will present themselves. We will be watching and listening to adjust the levels and game systems within CW to make it as competitive and fun as possible.

Other items like the Loyalty Point reward table will get immediate attention and added in the New Year as soon as possible. Which includes making the titles displayable in game to give them real value, and the entire loyalty point system can continue to grow from there.

It is with pleasure we release Community Warfare Phase two into Open Beta today, I hope you enjoy.

Edited by Old MW4 Ranger, 23 February 2018 - 06:48 AM.


#59 NRP

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Posted 23 February 2018 - 07:09 AM

Three pages of posts about "Half Baked" and not one potato joke.

You guys need to step up your game.

#60 Bombast

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Posted 23 February 2018 - 07:21 AM

View PostNRP, on 23 February 2018 - 07:09 AM, said:

Three pages of posts about &quot;Half Baked&quot; and not one potato joke.

You guys need to step up your game.


It was too easy. Not worth it.





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