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Would You Support Recreating Mwo In Unreal4?


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#81 Karl Streiger

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Posted 16 October 2018 - 11:28 PM

View PostKaeb Odellas, on 11 October 2018 - 12:09 PM, said:

I don't want the exact same product we have in MWO with a new engine. If they're going to make an MWO 2.0 using UE4, they had better take the opportunity to fix some of the mistakes they made over the course of developing MWO.

Like creating the boring simple arcade shooter it's now and don't pretend it's a simulation or a thinking mans shooter it was in closed beta?

With my full hangar to be swapped into mw2.0 I might spend some money but otherwise I would keep it strictly f2p.
Not that a preorder would be any useful for mwo 2.0 simple because all the mech models are already existing.



#82 Peter2k

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Posted 17 October 2018 - 04:34 AM

View PostAnjian, on 12 October 2018 - 05:41 PM, said:



Unreal Engine has a royalty model for its business model, and it starts collecting royalties once revenue is greater than $3,000.

PGI probably wanted to go cheap by avoiding the royalty model altogether.

What other things possible with the Unreal Engine?

You can port to mobile.

Quad mechs.

Flying mechs or VTOLs.


Back in 2013 UE was not free, ie did not use a royalty model.

#83 caseysrevenge

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Posted 17 October 2018 - 12:44 PM

yes i would

#84 dante245

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Posted 17 October 2018 - 06:11 PM

DUDE...you dont need to "recreate" MWO into unreal, just CONVERT it over to unreal engine!! same game..diferent engine...and before you say it "cant be done"
https://www.pcgamer....s-in-update-10/

World of Tanks to get new graphics engine, maps in Update 1.0

By Joe Donnelly December 23, 2017

World of Tanks 'enCore 2018' offers a glimpse of what's coming in March, 2018.


World of Tanks has spent the last several months gearing up for its comprehensive Update 1.0. Developer Wargaming has now confirmed the long-serving combat vehicle MMO will receive a new graphics engine and overhauled maps come March, 2018.

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Courtesy of an "advanced" CORE graphics engine, more than 25 of WoT's maps stand to be redesigned in a bid to "meet modern graphical standards", so says the developer in a statement.

"The in-house developed CORE engine brings a complete visual makeover, adding greater depth, beauty and realism to battlefields with no adverse effect on the game’s performance," says Wargaming. "Terrain, water, flora, skies, and environments on recreated maps get bolstered with the latest physically based rendering tech and support a variety of new and improved effects. Space is more realistically illuminated and battlefields feel more dynamic and active thanks to improved shading and lighting models, responsive water, and realistic terrain textures."

Wargaming adds that Update 1.0 doesn't solely improve the game's visuals, but also its audio—having teamed up with over 40 musicians in the process. I caught up with videogame veteran Akira Yamaoka to this end earlier this year, where he discussed his recent involvement with World of Tanks, as well as his openness to a Team Silent reunion.

Wargaming's statement continues: "To share the look and feel of the upcoming update, Wargaming released World of Tanks enCore 2018, a special program that gives players a little hands-on time with the new visuals and music. With the help of enCore, everyone can replay battle videos and check how the overhauled game will perform on their game station."

More information on World of Tanks enCore 2018 can be found via the game's official site.

The following trailer launched earlier this year, however offers a glimpse at how the new incoming landscapes compare to the existing ones:



#85 Ajantise

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Posted 17 October 2018 - 07:12 PM

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...

#86 MechaBattler

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Posted 17 October 2018 - 08:53 PM

World of Tanks is more popular because it's easy to get into. There's practically no learning curve.

I jumped back in recently, the very first match was all of us waiting for someone else to poke around a corner. I got so bored I just drove around the corner to die to the three or four guys doing the exact same thing. Nothing they do is going to make me come back to that! People complain about MWO grind. But MWO doesn't make me slog through mechs I have no interest in! Honestly I don't care how pretty a game is.

I certainly don't play MWO for the graphics. I play it because I don't get the same feel from anything else that I get from MWO. And I'm not even an old school fan of the franchise like some other people.

In any case Wargaming had the cash to make World of Warplanes and World of Warships. So It's not surprising they have the cash revamp the engine. But PGI doesn't have that much cash. That's why I'm saying they should use MW5 as a base for recreating MWO in Unreal4. They get a cash infusion from MW5 and part of the work is already done for them.

Edited by MechaBattler, 17 October 2018 - 08:54 PM.


#87 Dragonporn

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Posted 17 October 2018 - 08:58 PM

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.

Edited by Dragonporn, 17 October 2018 - 08:58 PM.


#88 dante245

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Posted 17 October 2018 - 10:28 PM

View PostDragonporn, 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.

again....just use funds pulled from such sources as...."mech- con", MW5, in game content created to fund improvements to games engine, advertisement" they need it NOW!" and other avenues they can cook up, so they can FUND this game having its engine converted over to unreal. ITS MORE THAN DO ABLE. same game..different engine. lots of games have done this "in the MMO area"

#89 Vellron2005

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Posted 17 October 2018 - 10:51 PM

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.

#90 Karl Streiger

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Posted 18 October 2018 - 12:12 AM

View PostVellron2005, 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.

great - to random teams with random mechs we add random terrain.... you know that people have not only stupid teammates with stupid mechs to complain about but also stupid terrain features.

Some might say - hey we have random teams in WoT as well - but there is a difference WoT has roles - MWO has none

#91 El Bandito

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Posted 18 October 2018 - 12:58 AM

Procedurally generated maps are generally crap for a game like this.

#92 MW Waldorf Statler

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Posted 18 October 2018 - 01:48 AM

View PostVellron2005, 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.

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

Edited by Old MW4 Ranger, 18 October 2018 - 02:14 AM.


#93 L1f3H4ck

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Posted 18 October 2018 - 02:03 AM

yes

#94 Obiwayne

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Posted 18 October 2018 - 02:53 AM

Id prefer a new game made from scratch. Where every mech feels different, has its own unique characteristics. A game with new animations. Id also like a complete sound fx rework.
This game is still fun but it has gotten old and new mechs feel all the same. I need to keep buying mech over mech to stay motivated. And a lot of fun, iconic mechs are not very good gameplaywise. That needs to change.

#95 Anjian

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Posted 18 October 2018 - 03:53 AM

View PostAjantise, 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...



More than they update the game, they know how to celebrate the game, make every player feel they are proud of playing the game and part of its community,

They have a special game mode event for Halloween.



#96 Peter2k

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Posted 18 October 2018 - 04:15 AM

View PostVellron2005, 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

View PostDragonporn, 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.

View PostOld 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.

View PostAjantise, 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.


#97 Peter2k

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Posted 18 October 2018 - 04:33 AM

View PostEl Bandito, on 18 October 2018 - 12:58 AM, said:

Procedurally generated maps are generally crap for a game like this.


I'd agree :D, but I do would like to get a new map more than 1 time a year or so.

Edited by Peter2k, 18 October 2018 - 04:33 AM.


#98 MechaBattler

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Posted 18 October 2018 - 09:38 AM

I think it really depends on how the game performs. If the maps are as laggy as they are in cryengine. We'll probably only get a few maps or the same maps. But if they have less issues and can be developed with less work going into them. Then maybe we could get more maps. Perhaps they could come up with set layouts, but use procedural generation for smaller obstacles and what biome textures get used. That would be interesting.

I think the other big get for me would be new game modes. I wouldn't mind something like Living Legends. They have tanks in MW5 and some VTOLs. So maybe we could have some combined arms play. Surely there's something more than capture points they can work into game modes.

#99 MW Waldorf Statler

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Posted 18 October 2018 - 09:56 AM

Quote

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.
thats the bad solution ...while all Assets (objects) placed from algorithms wild over the Map like No Mans sky (with the bug Problems like NMS) and the baddest not really useable Methos for a Multiplayer Methosd (included many Minutes for build a map for a match)

Posted ImagePosted Image

PGI say ,she will uses Handmade landscape Modules ,thats only new aranged from algorithms ( with this Method yo can build Citymodules with lamps, streets and something or landscape modules with rivers and Bridges or Waterfalls) in new Variations and with different Biome Texturesets ...hope thats PGI find a Guy tahts can handle this and not leave the Party later like MWO

ok the Demos not seeing like more the Assets placed Method ...with only one or 2 Basemodules thats placed from the algorithms random in the generic landscape ...(and im Hope not under it or flowing in the sky)...we will seeing what brings the Mech con 2018 for News to MW5 ..or the Mech con 2019 ..more as one or two News each Years is not avaible by PGI

Edited by Old MW4 Ranger, 18 October 2018 - 10:48 AM.


#100 JC Daxion

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Posted 18 October 2018 - 05:56 PM

my personal opinion is..

I hope Mech 5 does well..

PGI get's the licence extended

Then they can put resources on mech 5 expansions and a MWO rebuild.. MWO 2.0 would just be an account carry over.. Release a supporter pack that had mechs attached to it along with other goodies.





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