Vellron2005, on 17 October 2018 - 10:51 PM, said:
One of the strongest reasons why I would support a switch to UE4 is the possibility of procedurally generated maps. The idea of having a never-before seen randomly generated map, every time I drop, seems amazingly awesome to me.
TBH I don't care how they fund it.. if they make this feature, I would support it.
Shrugs, they sorta have that already in MW5 anyway
Dragonporn, on 17 October 2018 - 08:58 PM, said:
I'm against recreating MWO in UE4 as is, but I'm all for creating brand new MWO(2) on UE4. It should have many similarities, but it also should have some big improvements in departments MWO is lackluster right now, and I do not only speak about technical side of the game.
I really-really want for MWO(2) to be a lot more simmy and a lot less arcadey.
Somehow I doubt that most of the code in the background is just a copy and paste job anyway.
I'm more thinking of importing the mech models, maybe redo at least some animations.
The sounds they can import if they feel lazy (let's be honest, they kind of are), and if they import the maps or not is probably not that important.
They already have a mechlab.
So what is missing?
The awesome FP?
If you import the maps then you have 80% of FP already anyway.
Other game modes?
Well it always comes down to team death match anyway, and is usually most voted for as well
Shrugs, it's probably easier to just import the art and redo anything else.
It's not like the skill tree is interesting either.
Old MW4 Ranger, on 18 October 2018 - 01:48 AM, said:
thats the biggest problem for a Multiplayergame ...Most have Bugs Bugs Bugs by generating of the Terrain ...you drop in a Hole under the Terrain or 200m of the Top from a impassable Hill or in a Floating Building .and the terrains looks all same in a Handfull Standard Algorithms ...Variations of Clones ...no Citys or Bridges over a River or something ,thats all can a low price algorithm today not placed ..same like textures -2-3 Groundtextures and 1-3 veglayer thats all..and giant Placement Bugs (seeing No Mans Sky- buldings thats flow in the sky or half in the ground ...Holes in the Terrain ,and long building Times for the Maps ...im hope thats PGI many can fix of this problems with her procedual Modular terrain idea-handmade Modules thats with variations click by click ,and we not become a "No mans sky Mw5" with generic Standard Square Bases in generic Standard Clone terrain...best Example for module Procedual Terrain is XCom 2 ...procedual terrain ,with variations of Hills and buildings thats can placed in it..
it give not one Multiplayer Games thats use very good looking real procedual 3D Terrain and 3D Procedual terrain Games very rare.
One of the rare is Minecraft with his Cubelook the other No mans sky
https://www.reddit.c...h_procedurally/
https://en.wikipedia...ural_generation
Or you do it like MW5, where maps are kind of procedural.
As far as I know, MW5 creates a map from pre made assets, that should be fine, and also an income for PGI.
Selling more pre made "Map" assets.
Well at least in MW5 I can make my own biomes ("maps"), Brian said that on Twitter a while ago.
Ajantise, on 17 October 2018 - 07:12 PM, said:
That is why WOT has 100 times more players than MWO.
They constantly update the game. In MWO they just change stats. Basically it's just hotfixes.
It's the most important thing in a Free To Play games.
It is more costly, but in the long run it pays off.
No work, no money...
I really have a feeling that at this point (or rather for quite a while) anything that is more than fiddling with a few values here n there is basically too much dev time.
Even then it's slow moving molasses.
Kinda feels more like life support than anything else really.
Edited by Peter2k, 18 October 2018 - 04:32 AM.