Map Development Is Dead?
#1
Posted 16 September 2018 - 08:03 PM
i have not followed the forums for some time so i got no clue about any news or announcements for new maps..
anyone got any info on it?
or is it still just buy new mechs, or older ones in sale ..
#4
Posted 16 September 2018 - 09:16 PM
Edited by draiocht, 17 September 2018 - 03:39 PM.
extreme content, staff abuse, replies removed
#5
Posted 16 September 2018 - 11:55 PM
#6
Posted 17 September 2018 - 02:23 AM
now they work on MW5 .
#7
Posted 17 September 2018 - 02:50 AM
That said I wouldn't mind them cycling out one of the less popular maps for a new one ever 6 months or so. Some modified FP maps for quickplay might be nice.
#8
Posted 17 September 2018 - 03:00 AM
#9
Posted 17 September 2018 - 03:53 AM
#10
Posted 17 September 2018 - 03:58 AM
Edited by Shifty McSwift, 17 September 2018 - 03:59 AM.
#11
Posted 17 September 2018 - 04:30 AM
Shifty McSwift, on 17 September 2018 - 03:58 AM, said:
New maps is a great way for a game like this to stay feeling fresh and keep interest in the game. This extends the life of the game and keeps player interest.
We got Rubellite end of last year and Solaris City middle of this year. We also got the 5 Solaris Maps this year. A lot of the quick play maps were also added to Faction play last year.
River City also got some not insignificant layout changes this year and a couple of quickplay maps had either spawn points changed in some modes or the domination circle got moved.
There's been a good amount of map activity but I think having a new map every 6 months would do a lot for the health of the game overall, even if it means retiring some maps. That said with the focus moving to FP I think we might see some map activity there for the next year. Hopefully that will bleed over into Quick Play or more FP events go up that will expose more people to any map activity that happens in FP.
#12
Posted 17 September 2018 - 04:40 AM
ForceUser, on 17 September 2018 - 04:30 AM, said:
We got Rubellite end of last year and Solaris City middle of this year. We also got the 5 Solaris Maps this year. A lot of the quick play maps were also added to Faction play last year.
River City also got some not insignificant layout changes this year and a couple of quickplay maps had either spawn points changed in some modes or the domination circle got moved.
There's been a good amount of map activity but I think having a new map every 6 months would do a lot for the health of the game overall, even if it means retiring some maps. That said with the focus moving to FP I think we might see some map activity there for the next year. Hopefully that will bleed over into Quick Play or more FP events go up that will expose more people to any map activity that happens in FP.
You are talking about constant development for at least one designer to be getting a map every 6 months, which unfortunate to say is asking a lot for a project like this that has had such a long life, you have to think it is mostly just a skeleton crew running the development and maintenance (while likely working on other projects).
And that I am fine with in ways, but I am definitely not fine with the idea of cutting off development entirely here for some secondary project to compete with itself, that would be extremely poor usage of your assets and team in my opinion, though poor usage of assets is something that seems to come up often here...
I agree though, I think they could accomplish a lot more with less too, like I mention in another post, if they added a few 8v8 drops on the maps we have and added them to the QP rotation, and/or added randomised spawn locations for the maps and modes we already have (obviously testing them and adding slowly), they could add a lot more depth to the content they already have.
#13
Posted 17 September 2018 - 04:40 AM
I've asked Russ three separate times about new map development since the Hatamoto-Chi hit the store. I told him each time I'd jump on the bundle if I knew there were new maps in the pipe-line. I have yet to hear anything in response via Twitter. I also made a post here in the forums asking about new map development. Nothing from PGI thus far.
Honestly, they have a vast library of map assets to plop into a new map environment. I cannot imagine it costing them a quarter of a million dollars for each new map at this point. They should have a bevy of new maps in the pipeline, allowing them to hibernate some unpopular maps in the process.
Russ might be waiting to unveil something on map development at MechCon, but by then, my interest in the Hatamoto-Chi will have passed the pre-order stage. In short, he's losing money for the sake of a two minute hype video at the end of the year, if past unveils stick to pattern.
Edited by Felbombling, 17 September 2018 - 04:50 AM.
#14
Posted 17 September 2018 - 04:48 AM
Tarl Cabot, on 17 September 2018 - 03:00 AM, said:
Forest Colony can be good for a Team Battle Royale map.
The Siege mode maps can be broken up into two maps, outside the base and inside the base, and each would work fine in QP.
#15
Posted 17 September 2018 - 04:58 AM
Looks like FP changes are slated first (and it's been about time!), so they will be focusing dev hours on that.. hopefully..
This might mean a rework of old FP siege maps, but I doubt that... they were looking for low-cost solutions..
We'll see...
A Roadmap would help tho..
#16
Posted 17 September 2018 - 05:05 AM
#18
Posted 17 September 2018 - 07:19 AM
$10 unique desert camo + warhorn + cbill boost
Space Asteroid Bonanaza map supporter pack
$10 unique space ranger camo + warhorn + cbill boost
Vitric Forge QP supporter pack
$10 unique vitric camo + warhorn + cbill boost
$25 premium pack, all rewards + some other ****
EZ
#19
Posted 17 September 2018 - 07:35 AM
Also remove Escort.
Also remove Incursion.
#20
Posted 17 September 2018 - 08:21 AM
Also pgi should release their map tool and let the community make maps, it would most certainly be much better than waiting for months to get one map. with a community forging them it would mean we get new maps more often saving pgi time and money.
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