Temporary Axis, on 15 November 2020 - 11:31 PM, said:
Dear Surn,
Please address the concerns related to:
- proof of the experience you assert and wish us to believe you possess;
- the relevance of that experience to MWO and it's unique nature;
- the issues of the survey being prone to flaw in numerous ways; and
- the issues with the subscription model being a poor purchase proposition.
Please remember, a failure to address these serious and essential questions to your proposal undermines the entire effort of what you are trying to achieve.
I look forward to you fulfilling your onus, and corroborating with evidence, the criteria detailed above or forever holding your peace as you are insufficient to the task.
Thank you.
Experience:
Full Stack developer since 1995
MW Related Projects:
- The MechWarrior Registry: www.Mechreg.org (The first automated, massive multiplayer, resource based league for any game as far as I have seen). Required fast internet connection in 1996, custom database server, web server, thousands of hours of coding through 10 years. The league was NOT limited by game.
- Any Mechwarrior game could/can be played in the league due to it's design. So I had supported with development MW2, MW3, MW4, MC, MC2
- Mechreg.org included a player rating system that was eventually adopted in College basketball called RPI.It takes the most relevant outcomes of the match and ranks them. Allowing for a balanced system that rewards players for difficult schedules and difficult match circumstances. One important piece of this RANKED PERCENTAGE INDEX system is Strength of Schedule. Also, Opponent Strength of Schedule and Opponent Opponent's Strength of Schedule. This eliminates pug stomping and other statistical manipulations.
- Homeworld league was begun in 2004 and never completed due to the end of MW4 in 2005-2006
- Map Building, in preparation for Homeworld league which had 400,000+ different planet sectors to fight over, own and build upon, Myself and 2 other admin began creating maps. During this process I discovered exactly how to make maps at the same detail and feature level as the original Microsoft MW4 maps. Many of these maps became popular and mektek began having me refit some of their popular maps with the new techniques. Included in these maps is MR Pyramids Pro. In the end, I made dozens of new maps for every conceivable terrain and combat scenario. Many of the maps in MWO are similar to the maps and sector designs from homeworld.
- Ultimate Gamer: In 2000 I became a producer on a television show focused on gaming. It was short lived because it was started in San Diego and not Los Angeles.
- During Ultimate Gamer we had the first live televised MechWarrior Tournament that I am aware of.
- We also made the tournament live on the internet with a new technology called streaming. Many of you now use it. Again, it was the first live streamed tournament that I know of, and it was streaming Mechwarrior!
- 2003-2006 Automated MW4 server with integrated battles, bounties, bots using MW Monitor, my database server and my 3 gaming servers.
By 2005-2006, I creating a league for SFC3 which had a much easier server interface for automation and modding.
Around the time NGNG and MWLL came around, I had created maybe 40 maps, run servers, administrated a league for 10 years, hosted tournaments, made commercials and watched MW basically die. I supported NGNG at the beginning with some promotion, but moved to some other gaming communities to develop. I had considered joining the MWLL guys, but I needed to do grow in another direction, one that paid.
Since then, I have been creating and supporting companies that do various tech.
- Private Hosted Cloud servers
- Financial reporting
- Retirement Plan Software
- Mortgage Lending
- API integrations
- Data mining for machine learning
- Content Management systems
- Ambulance Transport software
- Many of the School districts on the East coast of the US run on a CMS that I develop.
- Blockchain security implementations
- Credit Card processing servers
- Streaming Bot software (Streamlabs OBS Chatbot)
- OBS Studio
- Obs-shaderfilter (shaders for OBS Studio)
- reshade.me (ingame shaders)
- a couple android apps
I work in many different programming languages and environments. Since I used to program in low level programming languages, simplified languages and development environments are quick for me to learn. It is like understanding Latin, Greek, Arabic and Chinese... I already understand the root logic of most other programming languages.
When we talk about a javascript library or a development environment that people have made for end users, you have to understand that I used to take a hex editor and decipher file formats with no documentation in order to make maps have running water or correct texturing. That was in a proprietary game engine with no documentation.
The technology in the game engine is no mystery, making maps and hosting gaming servers are old hat. Reading documentation and learning syntax is easy for me.
There are craftsman and there are tools. Creating and using new technology is my craft.
In development, lots of people jump on new technology as a differentiator. However, I was taught to program knowing that the languages are evolving. The languages and tools improve and become easier over time. They make me better, faster, and easier for other people to follow. New technology is not a differentiator to me, it is new tool that I enjoy learning.
Relevance to MWO:
MWO is not unique. It is another in a long line of Mechwarrior games that I have either developed for, integrated into my league or created ranking systems for to compare across games, or all of the above. Saying that I can't understand it, is like saying I wouldn't understand my 400th mech.
As an example, you may recall that I was one of the first people to put out information on integrating joysitcks in MW5.
I have personally done every step in the development of a game engine. I have built 3d engines, coded server logic like automated reporting, coded game logic like collision detection, created custom shaders, built the databases and written secure network coding. Most of these things are extrapolated in modern game engines. So, I am the guy who might build the Game Engine software, using the software is easy for me.
Survey is prone to errors:
No poll is perfect as we see in the US Elections. There is always fraud, but there is enough information here that we can get actual feedback from people who take the time to enter honest comments.
Most of the people in the MechWarrior Community are honorable and trust worthy. The few who are not stand out and we have seen them act dishonorably over a long period of time. I can tell you that from the data, it is obvious which comments are trolls and duplicates.
If I had included names in the poll, it may have been cleaner but less open and honest. I do not mind people calling me names, so there is no harm in letting people vent with no worry of reprisal. I do not know if PGI is as thick skinned, but it is a better measure of people's reactions.
Finally, I am not going to edit the data under any circumstance. If it is cleaned up, it will be by a neutral party. It will be handed over to a PGI employee.
(Optional) Subscription model is a poor choice:
The subscription is optional, it is not a forced choice. This is a poll to ask if people would choose it under any circumstances.
I feel it is important because companies have "Burn Rate". The money they have for a project is not unlimited and it is important to measure how much time exists before a project runs out of money. This is the "Burn rate".
A subscription allows:
- Company matches income and expenses to allocate resources over a longer time period more accurately, increasing the chances of success
- Subscribers are not giving a large sum money up-front and risking it being wasted by project failure
- Reports are common for subscribers
- It creates commitment between both parties
- It allows dedicated users to feel ownership in the outcome of the project
- Tiered subscription pricing has a low barrier to entry and allows users to increase their support if satisfied
- Motivates the company to try to retain current customers for a longer period of time
- Does not preclude the current in-game monetization
Edited by Surn, 17 November 2020 - 12:18 AM.