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Developer Interview 4: Omid Kiarostami, Thad Jantzi, Kevin Meek

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#41 mekabuser

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Posted 08 February 2012 - 04:59 PM

very nice. Love practically hearing their brains humming describing the work.
also love their ties to the mwll guys.
Everyones vision top to bottom seems spot on.

p.s. though I have to disagree about mwo being the only mw with viable strategies per mech class.
Mwll does<again> a very nice job with that balance not only within the mechs but the combined arms is a larger set of variables that expand gameplay enjoyment exponentially.

#42 mekabuser

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Posted 08 February 2012 - 05:19 PM

View PostBlack Sunder, on 08 February 2012 - 10:49 AM, said:

I like how they said the levels are HUGE!

death valley and warzone in mwll are huge like huge huge
probably 5km x5km
that is probably underestimated.
wouldnt be surprised if those maps are closer to 8x8

Edited by mekabuser, 08 February 2012 - 05:36 PM.


#43 BlueDog

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Posted 08 February 2012 - 05:24 PM

Great interview, very informative. It's cool to get thoughts and insight from members of the team we haven't heard from before, these guys seem really passionate about what they're doing, which is awesome. Not an AWESOME, but still awesome lol.

Can't wait to see what a Brutalist Modernist Sci-Fi city map looks like. I'm picturing something sort of like Bladerunner. Am I wrong?

#44 Odin

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Posted 08 February 2012 - 10:31 PM

Thanks for all the insights! Feels good to be a part of this so early on. As a fan of Battletech, I am looking forward to this. I can only admire the way you stick to what once made PC games so rewarding: innovative and challenging gaming - every little simulation aspect, adds meat to them bones :) keeping players interested. Have fun - making the best MECHWARRIOR ever made!





S!

#45 John Clavell

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Posted 09 February 2012 - 01:52 AM

It was great to hear from the art department, I hope we'll get to hear from them again soon. I think the best take-aways from this interview was the fact it seems Battlemechs will indeed fall over! And also a limited insight into the scope and size of the maps. I was very happy to hear that maps had been designed to cater for all classes.

#46 EGG

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Posted 09 February 2012 - 02:22 AM

Any released JK levels Thad? I'm curious as I'd give it a 30% chance I might have played it, 50% if it's post-2000.

Also, none of this or HOM in MWO please :)


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#47 Dihm

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Posted 09 February 2012 - 04:48 AM

View PostPaul Inouye, on 08 February 2012 - 01:12 PM, said:

There is a big team behind this game and they all have a voice in the project. Plus I'm busy this week. Bryan felt it necessary to drop a documentation bomb on my desk so very little trolling from me this week.
Spoiler

I notice you say very little, and I think you've already gotten a good start on your quota sir. Posted Image

Are you guys going to let the new people out of their cages to play with us on the forums? We promise* to be nice!

*As nice as we are to the rest of you anyway.

#48 metro

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Posted 09 February 2012 - 05:25 AM

Nice to meet the 3 of you.

Thanks for helping to make MWO for a great community of gamers.

#49 Gustaf Brackman

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Posted 09 February 2012 - 07:15 AM

View PostMetro, on 09 February 2012 - 05:25 AM, said:

Nice to meet the 3 of you.

Thanks for helping to make MWO for a great community of gamers.


What Metro said.

#50 Aidan

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Posted 09 February 2012 - 07:58 AM

View Postmekabuser, on 08 February 2012 - 05:19 PM, said:

death valley and warzone in mwll are huge like huge huge
probably 5km x5km
that is probably underestimated.
wouldnt be surprised if those maps are closer to 8x8


mekabuser, I do believe your map size estimate of 8192 meters by 8192 meters for the MWLL level Death Valley is correct. Although the playable area is somewhat smaller. The Forbidden boundary lines are placed to prevent the player from actually walking off the outer boundary of the map. Also, having a larger map gives the player a view into the distance and contributes to the feeling of immersion in this virtual world.

Edited by Aidan, 09 February 2012 - 07:58 AM.


#51 Von Falkenstein

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Posted 09 February 2012 - 08:18 AM

So so so Atlas! Errm Awesome!!

#52 GrimJim

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Posted 09 February 2012 - 12:36 PM

Reading these cats bios makes me realize how old (and sad) I am.

#53 Paul Inouye

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Posted 09 February 2012 - 01:41 PM

View PostDihm, on 09 February 2012 - 04:48 AM, said:

Are you guys going to let the new people out of their cages to play with us on the forums? We promise* to be nice!

*As nice as we are to the rest of you anyway.


They are welcome to participate. It's just that Bryan and I have cattle-prods ready if they say something they're not supposed to.

#54 Felicitatem Parco

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Posted 09 February 2012 - 02:26 PM

I just use one of those electric bug-zapping tennis racket thingies...

#55 CoffiNail

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Posted 09 February 2012 - 02:55 PM

View PostGarth Erlam, on 08 February 2012 - 11:22 AM, said:

*********, now I have the Emerald Hill song stuck in my head.


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#56 FACEman Peck

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Posted 09 February 2012 - 04:18 PM

Now, what's next? Talking about what 'Mechs are next? How the Mechlab works? The list goes on...

#57 greydeth

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Posted 18 February 2012 - 04:08 PM

I have been a huge fan of these games since ghost bear legacy. I just hope you can design the online game with a joy stick capability.

#58 KingCobra

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Posted 22 February 2012 - 08:39 AM

I cant tell you as a huge fan and 20+ year player how excited im becoming to play this game and reading more and more from the devs lets me know that they are doing spectacular work on all aspects of the new MWO game.Thanks PGI cant wait to play you all. ;)

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#59 T0RC4ED

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Posted 23 February 2012 - 10:05 AM

Its all good. The clanners can join the battle a little late with all kinds of fancy new tech. I will still rock them with superior piloting and tactics.

#60 Reb

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Posted 25 February 2012 - 09:52 AM

Really looks like an amazing game coming our way.





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